table of contents
other versions
- wheezy 1:15.b.1-dfsg-4+deb7u1
- wheezy-backports 1:17.3-dfsg-4~bpo70+1
- jessie 1:17.3-dfsg-4+deb8u1
- jessie-backports 1:19.2.1+dfsg-2~bpo8+1
- testing 1:19.2.1+dfsg-2
- unstable 1:19.2.1+dfsg-2
- experimental 1:19.3.1+dfsg-1
gl(3erl) | Erlang Module Definition | gl(3erl) |
NAME¶
gl - Standard OpenGL api.DESCRIPTION¶
Standard OpenGL api. See www.opengl.org Booleans are represented by integers 0 and 1.DATA TYPES¶
- clamp() = float():
-
0.0..1.0
- enum() = non_neg_integer():
-
See wx/include/gl.hrl
- matrix() = {float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}:
-
- mem() = binary() | tuple():
-
Memory block
- offset() = non_neg_integer():
-
Offset in memory block
EXPORTS¶
clearIndex(C) -> ok
Types:
C = float()
Specify the clear value for the color index buffers
gl:clearIndex specifies the index used by gl:clear/1 to clear the
color index buffers. C is not clamped. Rather, C is converted to
a fixed-point value with unspecified precision to the right of the binary
point. The integer part of this value is then masked with 2 m-1, where m is
the number of bits in a color index stored in the frame buffer.
See external documentation.
Types:
Red = clamp()
Green = clamp()
Blue = clamp()
Alpha = clamp()
Specify clear values for the color buffers
gl:clearColor specifies the red, green, blue, and alpha values used by
gl:clear/1 to clear the color buffers. Values specified by
gl:clearColor are clamped to the range [0 1].
See external documentation.
Types:
Mask = integer()
Clear buffers to preset values
gl:clear sets the bitplane area of the window to values previously
selected by gl:clearColor , gl:clearDepth, and
gl:clearStencil. Multiple color buffers can be cleared simultaneously
by selecting more than one buffer at a time using gl:drawBuffer/1 .
The pixel ownership test, the scissor test, dithering, and the buffer writemasks
affect the operation of gl:clear. The scissor box bounds the cleared
region. Alpha function, blend function, logical operation, stenciling, texture
mapping, and depth-buffering are ignored by gl:clear.
gl:clear takes a single argument that is the bitwise OR of several values
indicating which buffer is to be cleared.
The values are as follows:
?GL_COLOR_BUFFER_BIT: Indicates the buffers currently enabled for color
writing.
?GL_DEPTH_BUFFER_BIT: Indicates the depth buffer.
?GL_STENCIL_BUFFER_BIT: Indicates the stencil buffer.
The value to which each buffer is cleared depends on the setting of the clear
value for that buffer.
See external documentation.
Types:
Mask = integer()
Control the writing of individual bits in the color index buffers
gl:indexMask controls the writing of individual bits in the color index
buffers. The least significant n bits of Mask , where n is the number
of bits in a color index buffer, specify a mask. Where a 1 (one) appears in
the mask, it's possible to write to the corresponding bit in the color index
buffer (or buffers). Where a 0 (zero) appears, the corresponding bit is
write-protected.
This mask is used only in color index mode, and it affects only the buffers
currently selected for writing (see gl:drawBuffer/1 ). Initially, all
bits are enabled for writing.
See external documentation.
Types:
Red = 0 | 1
Green = 0 | 1
Blue = 0 | 1
Alpha = 0 | 1
Enable and disable writing of frame buffer color components
gl:colorMask and gl:colorMaski specify whether the individual
color components in the frame buffer can or cannot be written.
gl:colorMaski sets the mask for a specific draw buffer, whereas
gl:colorMask sets the mask for all draw buffers. If Red is
?GL_FALSE, for example, no change is made to the red component of any
pixel in any of the color buffers, regardless of the drawing operation
attempted.
Changes to individual bits of components cannot be controlled. Rather, changes
are either enabled or disabled for entire color components.
See external documentation.
Types:
Func = enum()
Ref = clamp()
Specify the alpha test function
The alpha test discards fragments depending on the outcome of a comparison
between an incoming fragment's alpha value and a constant reference value.
gl:alphaFunc 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:enable/1 of
?GL_ALPHA_TEST.)
Func and Ref specify the conditions under which the pixel is
drawn. The incoming alpha value is compared to Ref using the function
specified by Func . If the value passes the comparison, the incoming
fragment is drawn if it also passes subsequent stencil and depth buffer tests.
If the value fails the comparison, no change is made to the frame buffer at
that pixel location. The comparison functions are as follows:
?GL_NEVER: Never passes.
?GL_LESS: Passes if the incoming alpha value is less than the reference
value.
?GL_EQUAL: Passes if the incoming alpha value is equal to the reference
value.
?GL_LEQUAL: Passes if the incoming alpha value is less than or equal to
the reference value.
?GL_GREATER: Passes if the incoming alpha value is greater than the
reference value.
?GL_NOTEQUAL: Passes if the incoming alpha value is not equal to the
reference value.
?GL_GEQUAL: Passes if the incoming alpha value is greater than or equal
to the reference value.
?GL_ALWAYS: Always passes (initial value).
gl:alphaFunc operates on all pixel write operations, including those
resulting from the scan conversion of points, lines, polygons, and bitmaps,
and from pixel draw and copy operations. gl:alphaFunc does not affect
screen clear operations.
See external documentation.
Types:
Sfactor = enum()
Dfactor = enum()
Specify pixel arithmetic
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:enable/1 with argument ?GL_BLEND to enable and disable
blending.
gl:blendFunc defines the operation of blending for all draw buffers when
it is enabled. gl:blendFunci defines the operation of blending for a
single draw buffer specified by Buf when enabled for that draw buffer.
Sfactor specifies which method is used to scale the source color
components. Dfactor specifies which method is used to scale the
destination color components. Both parameters must be one of the following
symbolic constants: ?GL_ZERO, ?GL_ONE, ?GL_SRC_COLOR,
?GL_ONE_MINUS_SRC_COLOR , ?GL_DST_COLOR,
?GL_ONE_MINUS_DST_COLOR, ?GL_SRC_ALPHA,
?GL_ONE_MINUS_SRC_ALPHA , ?GL_DST_ALPHA,
?GL_ONE_MINUS_DST_ALPHA, ?GL_CONSTANT_COLOR,
?GL_ONE_MINUS_CONSTANT_COLOR , ?GL_CONSTANT_ALPHA,
?GL_ONE_MINUS_CONSTANT_ALPHA, ?GL_SRC_ALPHA_SATURATE ,
?GL_SRC1_COLOR, ?GL_ONE_MINUS_SRC1_COLOR, ?GL_SRC1_ALPHA,
and ?GL_ONE_MINUS_SRC1_ALPHA . The possible methods are described in
the following table. Each method defines four scale factors, one each for red,
green, blue, and alpha. In the table and in subsequent equations, first
source, second source and destination color components are referred to as (R
s0 G s0 B s0 A s0), (R s1 G s1 B s1 A s1) and (R d G d B d A d), respectively.
The color specified by gl:blendColor/4 is referred to as (R c G c B c A
c). They are understood to have integer values between 0 and (k R k G k B k
A), where
k c= 2(m c)-1
and (m R m G m B m A) is the number of red, green, blue, and alpha bitplanes.
Source and destination scale factors are referred to as (s R s G s B s A) and (d
R d G d B d A). The scale factors described in the table, denoted (f R f G f B
f A), represent either source or destination factors. All scale factors have
range [0 1]. Parameter(f R f G f B f A)
?GL_ZERO (0 0 0 0)
?GL_ONE(1 1 1 1)
?GL_SRC_COLOR (R s0 k/R G s0 k/G B s0 k/B A s0 k/A)
?GL_ONE_MINUS_SRC_COLOR(1 1 1 1)-(R s0 k/R G s0 k/G B s0 k/B A s0 k/A)
?GL_DST_COLOR (R d k/R G d k/G B d k/B A d k/A)
?GL_ONE_MINUS_DST_COLOR(1 1 1 1)-(R d k/R G d k/G B d k/B A d k/A)
?GL_SRC_ALPHA (A s0 k/A A s0 k/A A s0 k/A A s0 k/A)
?GL_ONE_MINUS_SRC_ALPHA(1 1 1 1)-(A s0 k/A A s0 k/A A s0 k/A A s0 k/A)
?GL_DST_ALPHA (A d k/A A d k/A A d k/A A d k/A)
?GL_ONE_MINUS_DST_ALPHA(1 1 1 1)-(A d k/A A d k/A A d k/A A d k/A)
?GL_CONSTANT_COLOR (R c G c B c A c)
?GL_ONE_MINUS_CONSTANT_COLOR(1 1 1 1)-(R c G c B c A c)
?GL_CONSTANT_ALPHA(A c A c A c A c)
?GL_ONE_MINUS_CONSTANT_ALPHA (1 1 1 1)-(A c A c A c A c)
?GL_SRC_ALPHA_SATURATE(i i i 1)
?GL_SRC1_COLOR (R s1 k/R G s1 k/G B s1 k/B A s1 k/A)
?GL_ONE_MINUS_SRC1_COLOR(1 1 1 1)-(R s1 k/R G s1 k/G B s1 k/B A s1 k/A)
?GL_SRC1_ALPHA (A s1 k/A A s1 k/A A s1 k/A A s1 k/A)
?GL_ONE_MINUS_SRC1_ALPHA(1 1 1 1)-(A s1 k/A A s1 k/A A s1 k/A A s1 k/A)
In the table,
i= min(A s k A-A d) k/A
To determine the blended RGBA values of a pixel, the system uses the following
equations:
R d= min(k R R s s R+R d d R) G d= min(k G G s s G+G d d G) B d= min(k B B s s
B+B d d B) A d= min(k A A s s A+A d d A)
Despite the apparent precision of the above equations, blending arithmetic is
not exactly specified, because blending operates with imprecise integer color
values. However, a blend factor that should be equal to 1 is guaranteed not to
modify its multiplicand, and a blend factor equal to 0 reduces its
multiplicand to 0. For example, when Sfactor is ?GL_SRC_ALPHA ,
Dfactor is ?GL_ONE_MINUS_SRC_ALPHA, and A s is equal to k A, the
equations reduce to simple replacement:
R d= R s G d= G s B d= B s A d= A s
See external documentation.
Types:
Opcode = enum()
Specify a logical pixel operation for rendering
gl:logicOp 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:enable/1 using the symbolic constant
?GL_COLOR_LOGIC_OP. The initial value is disabled.
OpcodeResulting Operation
?GL_CLEAR 0
?GL_SET 1
?GL_COPY s
?GL_COPY_INVERTED ~s
?GL_NOOP d
?GL_INVERT ~d
?GL_AND s & d
?GL_NAND ~(s & d)
?GL_OR s | d
?GL_NOR ~(s | d)
?GL_XOR s ^ d
?GL_EQUIV ~(s ^ d)
?GL_AND_REVERSE s & ~d
?GL_AND_INVERTED ~s & d
?GL_OR_REVERSE s | ~d
?GL_OR_INVERTED ~s | d
Opcode is a symbolic constant chosen from the list above. In the
explanation of the logical operations, s represents the incoming color
and d represents the color in the frame buffer. Standard C-language
operators are used. As these bitwise operators suggest, the logical operation
is applied independently to each bit pair of the source and destination
colors.
See external documentation.
Types:
Mode = enum()
Specify whether front- or back-facing facets can be culled
gl:cullFace 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:enable/1 commands with the argument
?GL_CULL_FACE. Facets include triangles, quadrilaterals, polygons, and
rectangles.
gl:frontFace/1 specifies which of the clockwise and counterclockwise
facets are front-facing and back-facing. See gl:frontFace/1 .
See external documentation.
Types:
Mode = enum()
Define front- and back-facing polygons
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:enable/1 with
argument ?GL_CULL_FACE.
The projection of a polygon to window coordinates is said to have clockwise
winding if an imaginary object following the path from its first vertex, its
second vertex, and so on, to its last vertex, and finally back to its first
vertex, moves in a clockwise direction about the interior of the polygon. The
polygon's winding is said to be counterclockwise if the imaginary object
following the same path moves in a counterclockwise direction about the
interior of the polygon. gl:frontFace specifies whether polygons with
clockwise winding in window coordinates, or counterclockwise winding in window
coordinates, are taken to be front-facing. Passing ?GL_CCW to
Mode selects counterclockwise polygons as front-facing; ?GL_CW
selects clockwise polygons as front-facing. By default, counterclockwise
polygons are taken to be front-facing.
See external documentation.
Types:
Size = float()
Specify the diameter of rasterized points
gl:pointSize 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.
See external documentation.
Types:
Width = float()
Specify the width of rasterized lines
gl:lineWidth specifies the rasterized width of both aliased and
antialiased lines. Using a line width other than 1 has different effects,
depending on whether line antialiasing is enabled. To enable and disable line
antialiasing, call gl:enable/1 and gl:enable/1 with argument
?GL_LINE_SMOOTH. Line antialiasing is initially disabled.
If line antialiasing is disabled, the actual width is determined by rounding the
supplied width to the nearest integer. (If the rounding results in the value
0, it is as if the line width were 1.) If |Δ x|>=|Δ y|,
i pixels are filled in each column that is rasterized, where i
is the rounded value of Width . Otherwise, i pixels are filled
in each row that is rasterized.
If antialiasing is enabled, line rasterization produces a fragment for each
pixel square that intersects the region lying within the rectangle having
width equal to the current line width, length equal to the actual length of
the line, and centered on the mathematical line segment. The coverage value
for each fragment is the window coordinate area of the intersection of the
rectangular region with the corresponding pixel square. This value is saved
and used in the final rasterization step.
Not all widths can be supported when line antialiasing is enabled. If an
unsupported width is requested, the nearest supported width is used. Only
width 1 is guaranteed to be supported; others depend on the implementation.
Likewise, there is a range for aliased line widths as well. To query the range
of supported widths and the size difference between supported widths within
the range, call gl:getBooleanv/1 with arguments
?GL_ALIASED_LINE_WIDTH_RANGE , ?GL_SMOOTH_LINE_WIDTH_RANGE, and
?GL_SMOOTH_LINE_WIDTH_GRANULARITY.
See external documentation.
Types:
Factor = integer()
Pattern = integer()
Specify the line stipple pattern
Line stippling masks out certain fragments produced by rasterization; those
fragments will not be drawn. The masking is achieved by using three
parameters: the 16-bit line stipple pattern Pattern , the repeat count
Factor , and an integer stipple counter s.
Counter s is reset to 0 whenever gl:'begin'/1 is called and before each
line segment of a gl:'begin'/1 (?GL_LINES)/ gl:'begin'/1
sequence is generated. It is incremented after each fragment of a unit width
aliased line segment is generated or after each i fragments of an i width line
segment are generated. The i fragments associated with count s are masked out
if
Pattern bit (s/factor)% 16
is 0, otherwise these fragments are sent to the frame buffer. Bit zero of
Pattern is the least significant bit.
Antialiased lines are treated as a sequence of 1*width rectangles for purposes
of stippling. Whether rectangle s is rasterized or not depends on the fragment
rule described for aliased lines, counting rectangles rather than groups of
fragments.
To enable and disable line stippling, call gl:enable/1 and
gl:enable/1 with argument ?GL_LINE_STIPPLE. When enabled, the
line stipple pattern is applied as described above. When disabled, it is as if
the pattern were all 1's. Initially, line stippling is disabled.
See external documentation.
Types:
Face = enum()
Mode = enum()
Select a polygon rasterization mode
gl:polygonMode 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.
Three modes are defined and can be specified in Mode :
?GL_POINT: Polygon vertices that are marked as the start of a boundary
edge are drawn as points. Point attributes such as ?GL_POINT_SIZE and
?GL_POINT_SMOOTH control the rasterization of the points. Polygon
rasterization attributes other than ?GL_POLYGON_MODE have no effect.
?GL_LINE: Boundary edges of the polygon are drawn as line segments. Line
attributes such as ?GL_LINE_WIDTH and ?GL_LINE_SMOOTH control
the rasterization of the lines. Polygon rasterization attributes other than
?GL_POLYGON_MODE have no effect.
?GL_FILL: The interior of the polygon is filled. Polygon attributes such
as ?GL_POLYGON_SMOOTH control the rasterization of the polygon.
See external documentation.
Types:
Factor = float()
Units = float()
Set the scale and units used to calculate depth values
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 factor*DZ+r*units, where DZ
is a measurement of the change in depth relative to the screen area of the
polygon, and r is the smallest value that is guaranteed to produce a
resolvable offset for a given implementation. The offset is added before the
depth test is performed and before the value is written into the depth buffer.
gl:polygonOffset is useful for rendering hidden-line images, for applying
decals to surfaces, and for rendering solids with highlighted edges.
See external documentation.
Types:
Mask = binary()
Set the polygon stippling pattern
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.
Pattern is a pointer to a 32*32 stipple pattern that is stored in memory
just like the pixel data supplied to a gl:drawPixels/5 call with height
and width both equal to 32, a pixel format of ?GL_COLOR_INDEX,
and data type of ?GL_BITMAP . That is, the stipple pattern is
represented as a 32*32 array of 1-bit color indices packed in unsigned bytes.
gl:pixelStoref/2 parameters like ?GL_UNPACK_SWAP_BYTES and
?GL_UNPACK_LSB_FIRST affect the assembling of the bits into a stipple
pattern. Pixel transfer operations (shift, offset, pixel map) are not applied
to the stipple image, however.
If a non-zero named buffer object is bound to the ?GL_PIXEL_UNPACK_BUFFER
target (see gl:bindBuffer/2 ) while a stipple pattern is specified,
Pattern is treated as a byte offset into the buffer object's data
store.
To enable and disable polygon stippling, call gl:enable/1 and
gl:enable/1 with argument ?GL_POLYGON_STIPPLE. Polygon stippling
is initially disabled. If it's enabled, a rasterized polygon fragment with
window coordinates x w and y w is sent to the next stage of the GL if and only
if the ( x w% 32)th bit in the ( y w% 32)th row of the stipple pattern is 1
(one). When polygon stippling is disabled, it is as if the stipple pattern
consists of all 1's.
See external documentation.
Return the polygon stipple pattern
gl:getPolygonStipple returns to Pattern a 32*32 polygon stipple
pattern. The pattern is packed into memory as if gl:readPixels/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 32*32 color index buffer. Unlike
gl:readPixels/7 , however, pixel transfer operations (shift, offset,
pixel map) are not applied to the returned stipple image.
If a non-zero named buffer object is bound to the ?GL_PIXEL_PACK_BUFFER
target (see gl:bindBuffer/2 ) while a polygon stipple pattern is
requested, Pattern is treated as a byte offset into the buffer object's
data store.
See external documentation.
Types:
Flag = 0 | 1
Flag edges as either boundary or nonboundary
Each vertex of a polygon, separate triangle, or separate quadrilateral specified
between a gl:'begin'/1 / gl:'begin'/1 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:edgeFlag sets the edge flag bit to ?GL_TRUE if
Flag is ?GL_TRUE and to ?GL_FALSE otherwise.
The vertices of connected triangles and connected quadrilaterals are always
marked as boundary, regardless of the value of the edge flag.
Boundary and nonboundary edge flags on vertices are significant only if
?GL_POLYGON_MODE is set to ?GL_POINT or ?GL_LINE. See
gl:polygonMode/2 .
See external documentation.
Types:
Flag = {Flag::0 | 1}
Equivalent to edgeFlag(Flag).
Types:
X = integer()
Y = integer()
Width = integer()
Height = integer()
Define the scissor box
gl:scissor defines a rectangle, called the scissor box, in window
coordinates. The first two arguments, X and Y , specify the
lower left corner of the box. Width and Height specify the width
and height of the box.
To enable and disable the scissor test, call gl:enable/1 and
gl:enable/1 with argument ?GL_SCISSOR_TEST. The test is
initially disabled. While the test is enabled, only pixels that lie within the
scissor box can be modified by drawing commands. Window coordinates have
integer values at the shared corners of frame buffer pixels.
glScissor(0,0,1,1) allows modification of only the lower left pixel in the
window, and glScissor(0,0,0,0) doesn't allow modification of any pixels in the
window.
When the scissor test is disabled, it is as though the scissor box includes the
entire window.
See external documentation.
Types:
Plane = enum()
Equation = {float(), float(), float(), float()}
Specify a plane against which all geometry is clipped
Geometry is always clipped against the boundaries of a six-plane frustum in
x, y , and z. gl:clipPlane 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:getBooleanv/1 with argument ?GL_MAX_CLIP_PLANES. All
implementations support at least six such clipping planes. Because the
resulting clipping region is the intersection of the defined half-spaces, it
is always convex.
gl:clipPlane specifies a half-space using a four-component plane
equation. When gl:clipPlane is called, Equation is transformed
by the inverse of the modelview matrix and stored in the resulting eye
coordinates. Subsequent changes to the modelview matrix have no effect on the
stored plane-equation components. If the dot product of the eye coordinates of
a vertex with the stored plane equation components is positive or zero, the
vertex is in with respect to that clipping plane. Otherwise, it is
out.
To enable and disable clipping planes, call gl:enable/1 and
gl:enable/1 with the argument ?GL_CLIP_PLANEi, where
i is the plane number.
All clipping planes are initially defined as (0, 0, 0, 0) in eye coordinates and
are disabled.
See external documentation.
Types:
Plane = enum()
Return the coefficients of the specified clipping plane
gl:getClipPlane returns in Equation the four coefficients of the
plane equation for Plane .
See external documentation.
Types:
Mode = enum()
Specify which color buffers are to be drawn into
When colors are written to the frame buffer, they are written into the color
buffers specified by gl:drawBuffer. The specifications are as follows:
?GL_NONE: No color buffers are written.
?GL_FRONT_LEFT: Only the front left color buffer is written.
?GL_FRONT_RIGHT: Only the front right color buffer is written.
?GL_BACK_LEFT: Only the back left color buffer is written.
?GL_BACK_RIGHT: Only the back right color buffer is written.
?GL_FRONT: Only the front left and front right color buffers are written.
If there is no front right color buffer, only the front left color buffer is
written.
?GL_BACK: Only the back left and back right color buffers are written. If
there is no back right color buffer, only the back left color buffer is
written.
?GL_LEFT: Only the front left and back left color buffers are written. If
there is no back left color buffer, only the front left color buffer is
written.
?GL_RIGHT: Only the front right and back right color buffers are written.
If there is no back right color buffer, only the front right color buffer is
written.
?GL_FRONT_AND_BACK: All the front and back color buffers (front left,
front right, back left, back right) are written. If there are no back color
buffers, only the front left and front right color buffers are written. If
there are no right color buffers, only the front left and back left color
buffers are written. If there are no right or back color buffers, only the
front left color buffer is written.
If more than one color buffer is selected for drawing, then blending or logical
operations are computed and applied independently for each color buffer and
can produce different results in each buffer.
Monoscopic contexts include only left buffers, and stereoscopic contexts
include both left and right buffers. Likewise, single-buffered
contexts include only front buffers, and double-buffered contexts
include both front and back buffers. The context is selected at
GL initialization.
See external documentation.
Types:
Mode = enum()
Select a color buffer source for pixels
gl:readBuffer specifies a color buffer as the source for subsequent
gl:readPixels/7 , gl:copyTexImage1D/7 ,
gl:copyTexImage2D/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_ATTACHMENT i may be used to indicate the ith
color attachment where i ranges from zero to the value of
?GL_MAX_COLOR_ATTACHMENTS minus one.
Nonstereo double-buffered configurations have only a front left and a back left
buffer. Single-buffered configurations have a front left and a front right
buffer if stereo, and only a front left buffer if nonstereo. It is an error to
specify a nonexistent buffer to gl:readBuffer .
Mode is initially ?GL_FRONT in single-buffered configurations and
?GL_BACK in double-buffered configurations.
See external documentation.
Types:
Cap = enum()
Enable or disable server-side GL capabilities
gl:enable and gl:enable/1 enable and disable various capabilities.
Use gl:isEnabled/1 or gl:getBooleanv/1 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.
Both gl:enable and gl:enable/1 take a single argument, Cap
, which can assume one of the following values:
Some of the GL's capabilities are indexed. gl:enablei and
gl:disablei enable and disable indexed capabilities.
?GL_BLEND: If enabled, blend the computed fragment color values with the
values in the color buffers. See gl:blendFunc/2 .
?GL_CLIP_DISTANCEi: If enabled, clip geometry against user-defined
half space i.
?GL_COLOR_LOGIC_OP: If enabled, apply the currently selected logical
operation to the computed fragment color and color buffer values. See
gl:logicOp/1 .
?GL_CULL_FACE: If enabled, cull polygons based on their winding in window
coordinates. See gl:cullFace/1 .
?GL_DEPTH_CLAMP: If enabled, the -w c≤ z c≤ w c plane
equation is ignored by view volume clipping (effectively, there is no near or
far plane clipping). See gl:depthRange/2 .
?GL_DEPTH_TEST: If enabled, do depth comparisons and update the depth
buffer. Note that even if the depth buffer exists and the depth mask is
non-zero, the depth buffer is not updated if the depth test is disabled. See
gl:depthFunc/1 and gl:depthRange/2 .
?GL_DITHER: If enabled, dither color components or indices before they
are written to the color buffer.
?GL_FRAMEBUFFER_SRGB: If enabled and the value of
?GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING for the framebuffer
attachment corresponding to the destination buffer is ?GL_SRGB, the R,
G, and B destination color values (after conversion from fixed-point to
floating-point) are considered to be encoded for the sRGB color space and
hence are linearized prior to their use in blending.
?GL_LINE_SMOOTH: If enabled, draw lines with correct filtering.
Otherwise, draw aliased lines. See gl:lineWidth/1 .
?GL_MULTISAMPLE: If enabled, use multiple fragment samples in computing
the final color of a pixel. See gl:sampleCoverage/2 .
?GL_POLYGON_OFFSET_FILL: If enabled, and if the polygon is rendered in
?GL_FILL mode, an offset is added to depth values of a polygon's
fragments before the depth comparison is performed. See
gl:polygonOffset/2 .
?GL_POLYGON_OFFSET_LINE: If enabled, and if the polygon is rendered in
?GL_LINE mode, an offset is added to depth values of a polygon's
fragments before the depth comparison is performed. See
gl:polygonOffset/2 .
?GL_POLYGON_OFFSET_POINT: If enabled, an offset is added to depth values
of a polygon's fragments before the depth comparison is performed, if the
polygon is rendered in ?GL_POINT mode. See gl:polygonOffset/2 .
?GL_POLYGON_SMOOTH: If enabled, draw polygons with proper filtering.
Otherwise, draw aliased polygons. For correct antialiased polygons, an alpha
buffer is needed and the polygons must be sorted front to back.
?GL_PRIMITIVE_RESTART: Enables primitive restarting. If enabled, any one
of the draw commands which transfers a set of generic attribute array elements
to the GL will restart the primitive when the index of the vertex is equal to
the primitive restart index. See gl:primitiveRestartIndex/1 .
?GL_SAMPLE_ALPHA_TO_COVERAGE: If enabled, compute a temporary coverage
value where each bit is determined by the alpha value at the corresponding
sample location. The temporary coverage value is then ANDed with the fragment
coverage value.
?GL_SAMPLE_ALPHA_TO_ONE: If enabled, each sample alpha value is replaced
by the maximum representable alpha value.
?GL_SAMPLE_COVERAGE: If enabled, the fragment's coverage is ANDed with
the temporary coverage value. If ?GL_SAMPLE_COVERAGE_INVERT is set to
?GL_TRUE, invert the coverage value. See gl:sampleCoverage/2 .
?GL_SAMPLE_SHADING: If enabled, the active fragment shader is run once
for each covered sample, or at fraction of this rate as determined by the
current value of ?GL_MIN_SAMPLE_SHADING_VALUE . See
gl:minSampleShading/1 .
?GL_SAMPLE_MASK: If enabled, the sample coverage mask generated for a
fragment during rasterization will be ANDed with the value of
?GL_SAMPLE_MASK_VALUE before shading occurs. See
gl:sampleMaski/2 .
?GL_SCISSOR_TEST: If enabled, discard fragments that are outside the
scissor rectangle. See gl:scissor/4 .
?GL_STENCIL_TEST: If enabled, do stencil testing and update the stencil
buffer. See gl:stencilFunc/3 and gl:stencilOp/3 .
?GL_TEXTURE_CUBE_MAP_SEAMLESS: If enabled, cubemap textures are sampled
such that when linearly sampling from the border between two adjacent faces,
texels from both faces are used to generate the final sample value. When
disabled, texels from only a single face are used to construct the final
sample value.
?GL_PROGRAM_POINT_SIZE: If enabled and a vertex or geometry shader is
active, then the derived point size is taken from the (potentially clipped)
shader builtin ?gl_PointSize and clamped to the
implementation-dependent point size range.
See external documentation.
Types:
Cap = enum()
See enable/1
Types:
Cap = enum()
Test whether a capability is enabled
gl:isEnabled 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 . For gl:isEnabledi,
Index specifies the index of the capability to test. Index must
be between zero and the count of indexed capabilities for Cap .
Initially all capabilities except ?GL_DITHER are disabled;
?GL_DITHER is initially enabled.
The following capabilities are accepted for Cap
:ConstantSee
?GL_BLENDgl:blendFunc/2 , gl:logicOp/1
?GL_CLIP_DISTANCEigl:enable/1
?GL_COLOR_LOGIC_OPgl:logicOp/1
?GL_CULL_FACEgl:cullFace/1
?GL_DEPTH_CLAMPgl:enable/1
?GL_DEPTH_TESTgl:depthFunc/1 , gl:depthRange/2
?GL_DITHERgl:enable/1
?GL_FRAMEBUFFER_SRGBgl:enable/1
?GL_LINE_SMOOTHgl:lineWidth/1
?GL_MULTISAMPLEgl:sampleCoverage/2
?GL_POLYGON_SMOOTHgl:polygonMode/2
?GL_POLYGON_OFFSET_FILLgl:polygonOffset/2
?GL_POLYGON_OFFSET_LINEgl:polygonOffset/2
?GL_POLYGON_OFFSET_POINTgl:polygonOffset/2
?GL_PROGRAM_POINT_SIZEgl:enable/1
?GL_PRIMITIVE_RESTARTgl:enable/1 ,
gl:primitiveRestartIndex/1
?GL_SAMPLE_ALPHA_TO_COVERAGEgl:sampleCoverage/2
?GL_SAMPLE_ALPHA_TO_ONEgl:sampleCoverage/2
?GL_SAMPLE_COVERAGEgl:sampleCoverage/2
?GL_SAMPLE_MASKgl:enable/1
?GL_SCISSOR_TESTgl:scissor/4
?GL_STENCIL_TESTgl:stencilFunc/3 , gl:stencilOp/3
?GL_TEXTURE_CUBEMAP_SEAMLESSgl:enable/1
See external documentation.
Types:
Cap = enum()
Enable or disable client-side capability
gl:enableClientState and gl:enableClientState/1 enable or disable
individual client-side capabilities. By default, all client-side capabilities
are disabled. Both gl:enableClientState and
gl:enableClientState/1 take a single argument, Cap , which can
assume one of the following values:
?GL_COLOR_ARRAY: If enabled, the color array is enabled for writing and
used during rendering when gl:arrayElement/1 , gl:drawArrays/3 ,
gl:drawElements/4 , gl:drawRangeElements/6
gl:multiDrawArrays/3 , or see glMultiDrawElements is called. See
gl:colorPointer/4 .
?GL_EDGE_FLAG_ARRAY: If enabled, the edge flag array is enabled for
writing and used during rendering when gl:arrayElement/1 ,
gl:drawArrays/3 , gl:drawElements/4 ,
gl:drawRangeElements/6 gl:multiDrawArrays/3 , or see
glMultiDrawElements is called. See gl:edgeFlagPointer/2 .
?GL_FOG_COORD_ARRAY: If enabled, the fog coordinate array is enabled for
writing and used during rendering when gl:arrayElement/1 ,
gl:drawArrays/3 , gl:drawElements/4 ,
gl:drawRangeElements/6 gl:multiDrawArrays/3 , or see
glMultiDrawElements is called. See gl:fogCoordPointer/3 .
?GL_INDEX_ARRAY: If enabled, the index array is enabled for writing and
used during rendering when gl:arrayElement/1 , gl:drawArrays/3 ,
gl:drawElements/4 , gl:drawRangeElements/6
gl:multiDrawArrays/3 , or see glMultiDrawElements is called. See
gl:indexPointer/3 .
?GL_NORMAL_ARRAY: If enabled, the normal array is enabled for writing and
used during rendering when gl:arrayElement/1 , gl:drawArrays/3 ,
gl:drawElements/4 , gl:drawRangeElements/6
gl:multiDrawArrays/3 , or see glMultiDrawElements is called. See
gl:normalPointer/3 .
?GL_SECONDARY_COLOR_ARRAY: If enabled, the secondary color array is
enabled for writing and used during rendering when gl:arrayElement/1 ,
gl:drawArrays/3 , gl:drawElements/4 ,
gl:drawRangeElements/6 gl:multiDrawArrays/3 , or see
glMultiDrawElements is called. See gl:colorPointer/4 .
?GL_TEXTURE_COORD_ARRAY: If enabled, the texture coordinate array is
enabled for writing and used during rendering when gl:arrayElement/1 ,
gl:drawArrays/3 , gl:drawElements/4 ,
gl:drawRangeElements/6 gl:multiDrawArrays/3 , or see
glMultiDrawElements is called. See gl:texCoordPointer/4 .
?GL_VERTEX_ARRAY: If enabled, the vertex array is enabled for writing and
used during rendering when gl:arrayElement/1 , gl:drawArrays/3 ,
gl:drawElements/4 , gl:drawRangeElements/6
gl:multiDrawArrays/3 , or see glMultiDrawElements is called. See
gl:vertexPointer/4 .
See external documentation.
Types:
Cap = enum()
See enableClientState/1
Types:
Pname = enum()
Return the value or values of a selected parameter
These four commands return values for simple state variables in GL. Pname
is a symbolic constant indicating the state variable to be returned, and
Params is a pointer to an array of the indicated type in which to place
the returned data.
Type conversion is performed if Params has a different type than the
state variable value being requested. If gl:getBooleanv is called, a
floating-point (or integer) value is converted to ?GL_FALSE if and only
if it is 0.0 (or 0). Otherwise, it is converted to ?GL_TRUE. If
gl:getIntegerv is called, boolean values are returned as
?GL_TRUE or ?GL_FALSE, and most floating-point values are
rounded to the nearest integer value. Floating-point colors and normals,
however, are returned with a linear mapping that maps 1.0 to the most positive
representable integer value and -1.0 to the most negative representable
integer value. If gl:getFloatv or gl:getDoublev is called,
boolean values are returned as ?GL_TRUE or ?GL_FALSE, and
integer values are converted to floating-point values.
The following symbolic constants are accepted by Pname :
?GL_ACTIVE_TEXTURE: Params returns a single value indicating the
active multitexture unit. The initial value is ?GL_TEXTURE0. See
gl:activeTexture/1 .
?GL_ALIASED_LINE_WIDTH_RANGE: Params returns a pair of values
indicating the range of widths supported for aliased lines. See
gl:lineWidth/1 .
?GL_ARRAY_BUFFER_BINDING: Params returns a single value, the name
of the buffer object currently bound to the target ?GL_ARRAY_BUFFER. If
no buffer object is bound to this target, 0 is returned. The initial value is
0. See gl:bindBuffer/2 .
?GL_BLEND: Params returns a single boolean value indicating
whether blending is enabled. The initial value is ?GL_FALSE. See
gl:blendFunc/2 .
?GL_BLEND_COLOR: Params returns four values, the red, green, blue,
and alpha values which are the components of the blend color. See
gl:blendColor/4 .
?GL_BLEND_DST_ALPHA: Params returns one value, the symbolic
constant identifying the alpha destination blend function. The initial value
is ?GL_ZERO. See gl:blendFunc/2 and
gl:blendFuncSeparate/4 .
?GL_BLEND_DST_RGB: Params returns one value, the symbolic constant
identifying the RGB destination blend function. The initial value is
?GL_ZERO. See gl:blendFunc/2 and gl:blendFuncSeparate/4 .
?GL_BLEND_EQUATION_RGB: Params returns one value, a symbolic
constant indicating whether the RGB blend equation is ?GL_FUNC_ADD,
?GL_FUNC_SUBTRACT, ?GL_FUNC_REVERSE_SUBTRACT , ?GL_MIN or
?GL_MAX. See gl:blendEquationSeparate/2 .
?GL_BLEND_EQUATION_ALPHA: Params returns one value, a symbolic
constant indicating whether the Alpha blend equation is ?GL_FUNC_ADD,
?GL_FUNC_SUBTRACT , ?GL_FUNC_REVERSE_SUBTRACT, ?GL_MIN or
?GL_MAX. See gl:blendEquationSeparate/2 .
?GL_BLEND_SRC_ALPHA: Params returns one value, the symbolic
constant identifying the alpha source blend function. The initial value is
?GL_ONE. See gl:blendFunc/2 and gl:blendFuncSeparate/4 .
?GL_BLEND_SRC_RGB: Params returns one value, the symbolic constant
identifying the RGB source blend function. The initial value is
?GL_ONE. See gl:blendFunc/2 and gl:blendFuncSeparate/4 .
?GL_COLOR_CLEAR_VALUE: Params returns four values: the red, green,
blue, and alpha values used to clear the color buffers. Integer values, if
requested, are linearly mapped from the internal floating-point representation
such that 1.0 returns the most positive representable integer value, and -1.0
returns the most negative representable integer value. The initial value is
(0, 0, 0, 0). See gl:clearColor/4 .
?GL_COLOR_LOGIC_OP: Params returns a single boolean value
indicating whether a fragment's RGBA color values are merged into the
framebuffer using a logical operation. The initial value is ?GL_FALSE.
See gl:logicOp/1 .
?GL_COLOR_WRITEMASK: Params returns four boolean values: the red,
green, blue, and alpha write enables for the color buffers. The initial value
is ( ?GL_TRUE, ?GL_TRUE, ?GL_TRUE, ?GL_TRUE). See
gl:colorMask/4 .
?GL_COMPRESSED_TEXTURE_FORMATS: Params returns a list of symbolic
constants of length ?GL_NUM_COMPRESSED_TEXTURE_FORMATS indicating which
compressed texture formats are available. See gl:compressedTexImage2D/8
.
?GL_CONTEXT_FLAGS: Params returns one value, the flags with which
the context was created (such as debugging functionality).
?GL_CULL_FACE: Params returns a single boolean value indicating
whether polygon culling is enabled. The initial value is ?GL_FALSE. See
gl:cullFace/1 .
?GL_CURRENT_PROGRAM: Params returns one value, the name of the
program object that is currently active, or 0 if no program object is active.
See gl:useProgram/1 .
?GL_DEPTH_CLEAR_VALUE: Params returns one value, the value that is
used to clear the depth buffer. Integer values, if requested, are linearly
mapped from the internal floating-point representation such that 1.0 returns
the most positive representable integer value, and -1.0 returns the most
negative representable integer value. The initial value is 1. See
gl:clearDepth/1 .
?GL_DEPTH_FUNC: Params returns one value, the symbolic constant
that indicates the depth comparison function. The initial value is
?GL_LESS. See gl:depthFunc/1 .
?GL_DEPTH_RANGE: Params returns two values: the near and far
mapping limits for the depth buffer. Integer values, if requested, are
linearly mapped from the internal floating-point representation such that 1.0
returns the most positive representable integer value, and -1.0 returns the
most negative representable integer value. The initial value is (0, 1). See
gl:depthRange/2 .
?GL_DEPTH_TEST: Params returns a single boolean value indicating
whether depth testing of fragments is enabled. The initial value is
?GL_FALSE. See gl:depthFunc/1 and gl:depthRange/2 .
?GL_DEPTH_WRITEMASK: Params returns a single boolean value
indicating if the depth buffer is enabled for writing. The initial value is
?GL_TRUE. See gl:depthMask/1 .
?GL_DITHER: Params returns a single boolean value indicating
whether dithering of fragment colors and indices is enabled. The initial value
is ?GL_TRUE.
?GL_DOUBLEBUFFER: Params returns a single boolean value indicating
whether double buffering is supported.
?GL_DRAW_BUFFER: Params returns one value, a symbolic constant
indicating which buffers are being drawn to. See gl:drawBuffer/1 . The
initial value is ?GL_BACK if there are back buffers, otherwise it is
?GL_FRONT.
?GL_DRAW_BUFFERi: Params returns one value, a symbolic
constant indicating which buffers are being drawn to by the corresponding
output color. See gl:drawBuffers/1 . The initial value of
?GL_DRAW_BUFFER0 is ?GL_BACK if there are back buffers,
otherwise it is ?GL_FRONT. The initial values of draw buffers for all
other output colors is ?GL_NONE.
?GL_DRAW_FRAMEBUFFER_BINDING: Params returns one value, the name
of the framebuffer object currently bound to the ?GL_DRAW_FRAMEBUFFER
target. If the default framebuffer is bound, this value will be zero. The
initial value is zero. See gl:bindFramebuffer/2 .
?GL_READ_FRAMEBUFFER_BINDING: Params returns one value, the name
of the framebuffer object currently bound to the ?GL_READ_FRAMEBUFFER
target. If the default framebuffer is bound, this value will be zero. The
initial value is zero. See gl:bindFramebuffer/2 .
?GL_ELEMENT_ARRAY_BUFFER_BINDING: Params returns a single value,
the name of the buffer object currently bound to the target
?GL_ELEMENT_ARRAY_BUFFER. If no buffer object is bound to this target,
0 is returned. The initial value is 0. See gl:bindBuffer/2 .
?GL_FRAGMENT_SHADER_DERIVATIVE_HINT: Params returns one value, a
symbolic constant indicating the mode of the derivative accuracy hint for
fragment shaders. The initial value is ?GL_DONT_CARE. See
gl:hint/2 .
?GL_IMPLEMENTATION_COLOR_READ_FORMAT: Params returns a single
GLenum value indicating the implementation's preferred pixel data format. See
gl:readPixels/7 .
?GL_IMPLEMENTATION_COLOR_READ_TYPE: Params returns a single GLenum
value indicating the implementation's preferred pixel data type. See
gl:readPixels/7 .
?GL_LINE_SMOOTH: Params returns a single boolean value indicating
whether antialiasing of lines is enabled. The initial value is
?GL_FALSE. See gl:lineWidth/1 .
?GL_LINE_SMOOTH_HINT: Params returns one value, a symbolic
constant indicating the mode of the line antialiasing hint. The initial value
is ?GL_DONT_CARE. See gl:hint/2 .
?GL_LINE_WIDTH: Params returns one value, the line width as
specified with gl:lineWidth/1 . The initial value is 1.
?GL_LAYER_PROVOKING_VERTEX: Params returns one value, the
implementation dependent specifc vertex of a primitive that is used to select
the rendering layer. If the value returned is equivalent to
?GL_PROVOKING_VERTEX, then the vertex selection follows the convention
specified by gl:provokingVertex/1 . If the value returned is equivalent
to ?GL_FIRST_VERTEX_CONVENTION, then the selection is always taken from
the first vertex in the primitive. If the value returned is equivalent to
?GL_LAST_VERTEX_CONVENTION , then the selection is always taken from
the last vertex in the primitive. If the value returned is equivalent to
?GL_UNDEFINED_VERTEX, then the selection is not guaranteed to be taken
from any specific vertex in the primitive.
?GL_LINE_WIDTH_GRANULARITY: Params returns one value, the width
difference between adjacent supported widths for antialiased lines. See
gl:lineWidth/1 .
?GL_LINE_WIDTH_RANGE: Params returns two values: the smallest and
largest supported widths for antialiased lines. See gl:lineWidth/1 .
?GL_LOGIC_OP_MODE: Params returns one value, a symbolic constant
indicating the selected logic operation mode. The initial value is
?GL_COPY. See gl:logicOp/1 .
?GL_MAJOR_VERSION: Params returns one value, the major version
number of the OpenGL API supported by the current context.
?GL_MAX_3D_TEXTURE_SIZE: Params returns one value, a rough
estimate of the largest 3D texture that the GL can handle. The value must be
at least 64. Use ?GL_PROXY_TEXTURE_3D to determine if a texture is too
large. See gl:texImage3D/10 .
?GL_MAX_ARRAY_TEXTURE_LAYERS: Params returns one value. The value
indicates the maximum number of layers allowed in an array texture, and must
be at least 256. See gl:texImage2D/9 .
?GL_MAX_CLIP_DISTANCES: Params returns one value, the maximum
number of application-defined clipping distances. The value must be at least
8.
?GL_MAX_COLOR_TEXTURE_SAMPLES: Params returns one value, the
maximum number of samples in a color multisample texture.
?GL_MAX_COMBINED_ATOMIC_COUNTERS: Params returns a single value,
the maximum number of atomic counters available to all active shaders.
?GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: Params returns one
value, the number of words for fragment shader uniform variables in all
uniform blocks (including default). The value must be at least 1. See
gl:uniform1f/2 .
?GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS: Params returns one
value, the number of words for geometry shader uniform variables in all
uniform blocks (including default). The value must be at least 1. See
gl:uniform1f/2 .
?GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: Params returns one value,
the maximum supported texture image units that can be used to access texture
maps from the vertex shader and the fragment processor combined. If both the
vertex shader and the fragment processing stage access the same texture image
unit, then that counts as using two texture image units against this limit.
The value must be at least 48. See gl:activeTexture/1 .
?GL_MAX_COMBINED_UNIFORM_BLOCKS: Params returns one value, the
maximum number of uniform blocks per program. The value must be at least 36.
See gl:uniformBlockBinding/3 .
?GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: Params returns one
value, the number of words for vertex shader uniform variables in all uniform
blocks (including default). The value must be at least 1. See
gl:uniform1f/2 .
?GL_MAX_CUBE_MAP_TEXTURE_SIZE: Params returns one value. The value
gives a rough estimate of the largest cube-map texture that the GL can handle.
The value must be at least 1024. Use ?GL_PROXY_TEXTURE_CUBE_MAP to
determine if a texture is too large. See gl:texImage2D/9 .
?GL_MAX_DEPTH_TEXTURE_SAMPLES: Params returns one value, the
maximum number of samples in a multisample depth or depth-stencil texture.
?GL_MAX_DRAW_BUFFERS: Params returns one value, the maximum number
of simultaneous outputs that may be written in a fragment shader. The value
must be at least 8. See gl:drawBuffers/1 .
?GL_MAX_DUALSOURCE_DRAW_BUFFERS: Params returns one value, the
maximum number of active draw buffers when using dual-source blending. The
value must be at least 1. See gl:blendFunc/2 and
gl:blendFuncSeparate/4 .
?GL_MAX_ELEMENTS_INDICES: Params returns one value, the
recommended maximum number of vertex array indices. See
gl:drawRangeElements/6 .
?GL_MAX_ELEMENTS_VERTICES: Params returns one value, the
recommended maximum number of vertex array vertices. See
gl:drawRangeElements/6 .
?GL_MAX_FRAGMENT_ATOMIC_COUNTERS: Params returns a single value,
the maximum number of atomic counters available to fragment shaders.
?GL_MAX_FRAGMENT_INPUT_COMPONENTS: Params returns one value, the
maximum number of components of the inputs read by the fragment shader, which
must be at least 128.
?GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: Params returns one value, the
maximum number of individual floating-point, integer, or boolean values that
can be held in uniform variable storage for a fragment shader. The value must
be at least 1024. See gl:uniform1f/2 .
?GL_MAX_FRAGMENT_UNIFORM_VECTORS: Params returns one value, the
maximum number of individual 4-vectors of floating-point, integer, or boolean
values that can be held in uniform variable storage for a fragment shader. The
value is equal to the value of ?GL_MAX_FRAGMENT_UNIFORM_COMPONENTS
divided by 4 and must be at least 256. See gl:uniform1f/2 .
?GL_MAX_FRAGMENT_UNIFORM_BLOCKS: Params returns one value, the
maximum number of uniform blocks per fragment shader. The value must be at
least 12. See gl:uniformBlockBinding/3 .
?GL_MAX_GEOMETRY_ATOMIC_COUNTERS: Params returns a single value,
the maximum number of atomic counters available to geometry shaders.
?GL_MAX_GEOMETRY_INPUT_COMPONENTS: Params returns one value, the
maximum number of components of inputs read by a geometry shader, which must
be at least 64.
?GL_MAX_GEOMETRY_OUTPUT_COMPONENTS: Params returns one value, the
maximum number of components of outputs written by a geometry shader, which
must be at least 128.
?GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS: Params returns one value,
the maximum supported texture image units that can be used to access texture
maps from the geometry shader. The value must be at least 16. See
gl:activeTexture/1 .
?GL_MAX_GEOMETRY_UNIFORM_BLOCKS: Params returns one value, the
maximum number of uniform blocks per geometry shader. The value must be at
least 12. See gl:uniformBlockBinding/3 .
?GL_MAX_GEOMETRY_UNIFORM_COMPONENTS: Params returns one value, the
maximum number of individual floating-point, integer, or boolean values that
can be held in uniform variable storage for a geometry shader. The value must
be at least 1024. See gl:uniform1f/2 .
?GL_MAX_INTEGER_SAMPLES: Params returns one value, the maximum
number of samples supported in integer format multisample buffers.
?GL_MIN_MAP_BUFFER_ALIGNMENT: Params returns one value, the
minimum alignment in basic machine units of pointers returned fromsee
glMapBuffer and see glMapBufferRange . This value must be a
power of two and must be at least 64.
?GL_MAX_PROGRAM_TEXEL_OFFSET: Params returns one value, the
maximum texel offset allowed in a texture lookup, which must be at least 7.
?GL_MIN_PROGRAM_TEXEL_OFFSET: Params returns one value, the
minimum texel offset allowed in a texture lookup, which must be at most -8.
?GL_MAX_RECTANGLE_TEXTURE_SIZE: Params returns one value. The
value gives a rough estimate of the largest rectangular texture that the GL
can handle. The value must be at least 1024. Use
?GL_PROXY_RECTANGLE_TEXTURE to determine if a texture is too large. See
gl:texImage2D/9 .
?GL_MAX_RENDERBUFFER_SIZE: Params returns one value. The value
indicates the maximum supported size for renderbuffers. See
gl:framebufferRenderbuffer/4 .
?GL_MAX_SAMPLE_MASK_WORDS: Params returns one value, the maximum
number of sample mask words.
?GL_MAX_SERVER_WAIT_TIMEOUT: Params returns one value, the maximum
gl:waitSync/3 timeout interval.
?GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS: Params returns a single
value, the maximum number of atomic counters available to tessellation control
shaders.
?GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS: Params returns a single
value, the maximum number of atomic counters available to tessellation
evaluation shaders.
?GL_MAX_TEXTURE_BUFFER_SIZE: Params returns one value. The value
gives the maximum number of texels allowed in the texel array of a texture
buffer object. Value must be at least 65536.
?GL_MAX_TEXTURE_IMAGE_UNITS: Params returns one value, the maximum
supported texture image units that can be used to access texture maps from the
fragment shader. The value must be at least 16. See gl:activeTexture/1
.
?GL_MAX_TEXTURE_LOD_BIAS: Params returns one value, the maximum,
absolute value of the texture level-of-detail bias. The value must be at least
2.0.
?GL_MAX_TEXTURE_SIZE: Params returns one value. The value gives a
rough estimate of the largest texture that the GL can handle. The value must
be at least 1024. Use a proxy texture target such as
?GL_PROXY_TEXTURE_1D or ?GL_PROXY_TEXTURE_2D to determine if a
texture is too large. See gl:texImage1D/8 and gl:texImage2D/9 .
?GL_MAX_UNIFORM_BUFFER_BINDINGS: Params returns one value, the
maximum number of uniform buffer binding points on the context, which must be
at least 36.
?GL_MAX_UNIFORM_BLOCK_SIZE: Params returns one value, the maximum
size in basic machine units of a uniform block, which must be at least 16384.
?GL_MAX_VARYING_COMPONENTS: Params returns one value, the number
components for varying variables, which must be at least 60.
?GL_MAX_VARYING_VECTORS: Params returns one value, the number
4-vectors for varying variables, which is equal to the value of
?GL_MAX_VARYING_COMPONENTS and must be at least 15.
?GL_MAX_VARYING_FLOATS: Params returns one value, the maximum
number of interpolators available for processing varying variables used by
vertex and fragment shaders. This value represents the number of individual
floating-point values that can be interpolated; varying variables declared as
vectors, matrices, and arrays will all consume multiple interpolators. The
value must be at least 32.
?GL_MAX_VERTEX_ATOMIC_COUNTERS: Params returns a single value, the
maximum number of atomic counters available to vertex shaders.
?GL_MAX_VERTEX_ATTRIBS: Params returns one value, the maximum
number of 4-component generic vertex attributes accessible to a vertex shader.
The value must be at least 16. See gl:vertexAttrib1d/2 .
?GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: Params returns one value, the
maximum supported texture image units that can be used to access texture maps
from the vertex shader. The value may be at least 16. See
gl:activeTexture/1 .
?GL_MAX_VERTEX_UNIFORM_COMPONENTS: Params returns one value, the
maximum number of individual floating-point, integer, or boolean values that
can be held in uniform variable storage for a vertex shader. The value must be
at least 1024. See gl:uniform1f/2 .
?GL_MAX_VERTEX_UNIFORM_VECTORS: Params returns one value, the
maximum number of 4-vectors that may be held in uniform variable storage for
the vertex shader. The value of ?GL_MAX_VERTEX_UNIFORM_VECTORS is equal
to the value of ?GL_MAX_VERTEX_UNIFORM_COMPONENTS and must be at least
256.
?GL_MAX_VERTEX_OUTPUT_COMPONENTS: Params returns one value, the
maximum number of components of output written by a vertex shader, which must
be at least 64.
?GL_MAX_VERTEX_UNIFORM_BLOCKS: Params returns one value, the
maximum number of uniform blocks per vertex shader. The value must be at least
12. See gl:uniformBlockBinding/3 .
?GL_MAX_VIEWPORT_DIMS: Params returns two values: the maximum
supported width and height of the viewport. These must be at least as large as
the visible dimensions of the display being rendered to. See
gl:viewport/4 .
?GL_MAX_VIEWPORTS: Params returns one value, the maximum number of
simultaneous viewports that are supported. The value must be at least 16. See
gl:viewportIndexedf/5 .
?GL_MINOR_VERSION: Params returns one value, the minor version
number of the OpenGL API supported by the current context.
?GL_NUM_COMPRESSED_TEXTURE_FORMATS: Params returns a single
integer value indicating the number of available compressed texture formats.
The minimum value is 4. See gl:compressedTexImage2D/8 .
?GL_NUM_EXTENSIONS: Params returns one value, the number of
extensions supported by the GL implementation for the current context. See
gl:getString/1 .
?GL_NUM_PROGRAM_BINARY_FORMATS: Params returns one value, the
number of program binary formats supported by the implementation.
?GL_NUM_SHADER_BINARY_FORMATS: Params returns one value, the
number of binary shader formats supported by the implementation. If this value
is greater than zero, then the implementation supports loading binary shaders.
If it is zero, then the loading of binary shaders by the implementation is not
supported.
?GL_PACK_ALIGNMENT: Params returns one value, the byte alignment
used for writing pixel data to memory. The initial value is 4. See
gl:pixelStoref/2 .
?GL_PACK_IMAGE_HEIGHT: Params returns one value, the image height
used for writing pixel data to memory. The initial value is 0. See
gl:pixelStoref/2 .
?GL_PACK_LSB_FIRST: Params returns a single boolean value
indicating whether single-bit pixels being written to memory are written first
to the least significant bit of each unsigned byte. The initial value is
?GL_FALSE. See gl:pixelStoref/2 .
?GL_PACK_ROW_LENGTH: Params returns one value, the row length used
for writing pixel data to memory. The initial value is 0. See
gl:pixelStoref/2 .
?GL_PACK_SKIP_IMAGES: Params returns one value, the number of
pixel images skipped before the first pixel is written into memory. The
initial value is 0. See gl:pixelStoref/2 .
?GL_PACK_SKIP_PIXELS: Params returns one value, the number of
pixel locations skipped before the first pixel is written into memory. The
initial value is 0. See gl:pixelStoref/2 .
?GL_PACK_SKIP_ROWS: Params returns one value, the number of rows
of pixel locations skipped before the first pixel is written into memory. The
initial value is 0. See gl:pixelStoref/2 .
?GL_PACK_SWAP_BYTES: Params returns a single boolean value
indicating whether the bytes of two-byte and four-byte pixel indices and
components are swapped before being written to memory. The initial value is
?GL_FALSE. See gl:pixelStoref/2 .
?GL_PIXEL_PACK_BUFFER_BINDING: Params returns a single value, the
name of the buffer object currently bound to the target
?GL_PIXEL_PACK_BUFFER. If no buffer object is bound to this target, 0
is returned. The initial value is 0. See gl:bindBuffer/2 .
?GL_PIXEL_UNPACK_BUFFER_BINDING: Params returns a single value,
the name of the buffer object currently bound to the target
?GL_PIXEL_UNPACK_BUFFER. If no buffer object is bound to this target, 0
is returned. The initial value is 0. See gl:bindBuffer/2 .
?GL_POINT_FADE_THRESHOLD_SIZE: Params returns one value, the point
size threshold for determining the point size. See gl:pointParameterf/2
.
?GL_PRIMITIVE_RESTART_INDEX: Params returns one value, the current
primitive restart index. The initial value is 0. See
gl:primitiveRestartIndex/1 .
?GL_PROGRAM_BINARY_FORMATS: Params an array of
?GL_NUM_PROGRAM_BINARY_FORMATS values, indicating the proram binary
formats supported by the implementation.
?GL_PROGRAM_PIPELINE_BINDING: Params a single value, the name of
the currently bound program pipeline object, or zero if no program pipeline
object is bound. See gl:bindProgramPipeline/1 .
?GL_PROVOKING_VERTEX: Params returns one value, the currently
selected provoking vertex convention. The initial value is
?GL_LAST_VERTEX_CONVENTION. See gl:provokingVertex/1 .
?GL_POINT_SIZE: Params returns one value, the point size as
specified by gl:pointSize/1 . The initial value is 1.
?GL_POINT_SIZE_GRANULARITY: Params returns one value, the size
difference between adjacent supported sizes for antialiased points. See
gl:pointSize/1 .
?GL_POINT_SIZE_RANGE: Params returns two values: the smallest and
largest supported sizes for antialiased points. The smallest size must be at
most 1, and the largest size must be at least 1. See gl:pointSize/1 .
?GL_POLYGON_OFFSET_FACTOR: Params returns one value, the scaling
factor used to determine the variable offset that is added to the depth value
of each fragment generated when a polygon is rasterized. The initial value is
0. See gl:polygonOffset/2 .
?GL_POLYGON_OFFSET_UNITS: Params returns one value. This value is
multiplied by an implementation-specific value and then added to the depth
value of each fragment generated when a polygon is rasterized. The initial
value is 0. See gl:polygonOffset/2 .
?GL_POLYGON_OFFSET_FILL: Params returns a single boolean value
indicating whether polygon offset is enabled for polygons in fill mode. The
initial value is ?GL_FALSE . See gl:polygonOffset/2 .
?GL_POLYGON_OFFSET_LINE: Params returns a single boolean value
indicating whether polygon offset is enabled for polygons in line mode. The
initial value is ?GL_FALSE . See gl:polygonOffset/2 .
?GL_POLYGON_OFFSET_POINT: Params returns a single boolean value
indicating whether polygon offset is enabled for polygons in point mode. The
initial value is ?GL_FALSE . See gl:polygonOffset/2 .
?GL_POLYGON_SMOOTH: Params returns a single boolean value
indicating whether antialiasing of polygons is enabled. The initial value is
?GL_FALSE. See gl:polygonMode/2 .
?GL_POLYGON_SMOOTH_HINT: Params returns one value, a symbolic
constant indicating the mode of the polygon antialiasing hint. The initial
value is ?GL_DONT_CARE. See gl:hint/2 .
?GL_READ_BUFFER: Params returns one value, a symbolic constant
indicating which color buffer is selected for reading. The initial value is
?GL_BACK if there is a back buffer, otherwise it is ?GL_FRONT.
See gl:readPixels/7 .
?GL_RENDERBUFFER_BINDING: Params returns a single value, the name
of the renderbuffer object currently bound to the target
?GL_RENDERBUFFER. If no renderbuffer object is bound to this target, 0
is returned. The initial value is 0. See gl:bindRenderbuffer/2 .
?GL_SAMPLE_BUFFERS: Params returns a single integer value
indicating the number of sample buffers associated with the framebuffer. See
gl:sampleCoverage/2 .
?GL_SAMPLE_COVERAGE_VALUE: Params returns a single positive
floating-point value indicating the current sample coverage value. See
gl:sampleCoverage/2 .
?GL_SAMPLE_COVERAGE_INVERT: Params returns a single boolean value
indicating if the temporary coverage value should be inverted. See
gl:sampleCoverage/2 .
?GL_SAMPLER_BINDING: Params returns a single value, the name of
the sampler object currently bound to the active texture unit. The initial
value is 0. See gl:bindSampler/2 .
?GL_SAMPLES: Params returns a single integer value indicating the
coverage mask size. See gl:sampleCoverage/2 .
?GL_SCISSOR_BOX: Params returns four values: the x and y window
coordinates of the scissor box, followed by its width and height. Initially
the x and y window coordinates are both 0 and the width and height are set to
the size of the window. See gl:scissor/4 .
?GL_SCISSOR_TEST: Params returns a single boolean value indicating
whether scissoring is enabled. The initial value is ?GL_FALSE. See
gl:scissor/4 .
?GL_SHADER_COMPILER: Params returns a single boolean value
indicating whether an online shader compiler is present in the implementation.
All desktop OpenGL implementations must support online shader compilations,
and therefore the value of ?GL_SHADER_COMPILER will always be
?GL_TRUE.
?GL_SMOOTH_LINE_WIDTH_RANGE: Params returns a pair of values
indicating the range of widths supported for smooth (antialiased) lines. See
gl:lineWidth/1 .
?GL_SMOOTH_LINE_WIDTH_GRANULARITY: Params returns a single value
indicating the level of quantization applied to smooth line width parameters.
?GL_STENCIL_BACK_FAIL: Params returns one value, a symbolic
constant indicating what action is taken for back-facing polygons when the
stencil test fails. The initial value is ?GL_KEEP. See
gl:stencilOpSeparate/4 .
?GL_STENCIL_BACK_FUNC: Params returns one value, a symbolic
constant indicating what function is used for back-facing polygons to compare
the stencil reference value with the stencil buffer value. The initial value
is ?GL_ALWAYS. See gl:stencilFuncSeparate/4 .
?GL_STENCIL_BACK_PASS_DEPTH_FAIL: Params returns one value, a
symbolic constant indicating what action is taken for back-facing polygons
when the stencil test passes, but the depth test fails. The initial value is
?GL_KEEP. See gl:stencilOpSeparate/4 .
?GL_STENCIL_BACK_PASS_DEPTH_PASS: Params returns one value, a
symbolic constant indicating what action is taken for back-facing polygons
when the stencil test passes and the depth test passes. The initial value is
?GL_KEEP. See gl:stencilOpSeparate/4 .
?GL_STENCIL_BACK_REF: Params returns one value, the reference
value that is compared with the contents of the stencil buffer for back-facing
polygons. The initial value is 0. See gl:stencilFuncSeparate/4 .
?GL_STENCIL_BACK_VALUE_MASK: Params returns one value, the mask
that is used for back-facing polygons to mask both the stencil reference value
and the stencil buffer value before they are compared. The initial value is
all 1's. See gl:stencilFuncSeparate/4 .
?GL_STENCIL_BACK_WRITEMASK: Params returns one value, the mask
that controls writing of the stencil bitplanes for back-facing polygons. The
initial value is all 1's. See gl:stencilMaskSeparate/2 .
?GL_STENCIL_CLEAR_VALUE: Params returns one value, the index to
which the stencil bitplanes are cleared. The initial value is 0. See
gl:clearStencil/1 .
?GL_STENCIL_FAIL: Params returns one value, a symbolic constant
indicating what action is taken when the stencil test fails. The initial value
is ?GL_KEEP. See gl:stencilOp/3 . This stencil state only
affects non-polygons and front-facing polygons. Back-facing polygons use
separate stencil state. See gl:stencilOpSeparate/4 .
?GL_STENCIL_FUNC: Params returns one value, a symbolic constant
indicating what function is used to compare the stencil reference value with
the stencil buffer value. The initial value is ?GL_ALWAYS. See
gl:stencilFunc/3 . This stencil state only affects non-polygons and
front-facing polygons. Back-facing polygons use separate stencil state. See
gl:stencilFuncSeparate/4 .
?GL_STENCIL_PASS_DEPTH_FAIL: Params returns one value, a symbolic
constant indicating what action is taken when the stencil test passes, but the
depth test fails. The initial value is ?GL_KEEP. See
gl:stencilOp/3 . This stencil state only affects non-polygons and
front-facing polygons. Back-facing polygons use separate stencil state. See
gl:stencilOpSeparate/4 .
?GL_STENCIL_PASS_DEPTH_PASS: Params returns one value, a symbolic
constant indicating what action is taken when the stencil test passes and the
depth test passes. The initial value is ?GL_KEEP. See
gl:stencilOp/3 . This stencil state only affects non-polygons and
front-facing polygons. Back-facing polygons use separate stencil state. See
gl:stencilOpSeparate/4 .
?GL_STENCIL_REF: Params returns one value, the reference value
that is compared with the contents of the stencil buffer. The initial value is
0. See gl:stencilFunc/3 . This stencil state only affects non-polygons
and front-facing polygons. Back-facing polygons use separate stencil state.
See gl:stencilFuncSeparate/4 .
?GL_STENCIL_TEST: Params returns a single boolean value indicating
whether stencil testing of fragments is enabled. The initial value is
?GL_FALSE. See gl:stencilFunc/3 and gl:stencilOp/3 .
?GL_STENCIL_VALUE_MASK: Params returns one value, the mask that is
used to mask both the stencil reference value and the stencil buffer value
before they are compared. The initial value is all 1's. See
gl:stencilFunc/3 . This stencil state only affects non-polygons and
front-facing polygons. Back-facing polygons use separate stencil state. See
gl:stencilFuncSeparate/4 .
?GL_STENCIL_WRITEMASK: Params returns one value, the mask that
controls writing of the stencil bitplanes. The initial value is all 1's. See
gl:stencilMask/1 . This stencil state only affects non-polygons and
front-facing polygons. Back-facing polygons use separate stencil state. See
gl:stencilMaskSeparate/2 .
?GL_STEREO: Params returns a single boolean value indicating
whether stereo buffers (left and right) are supported.
?GL_SUBPIXEL_BITS: Params returns one value, an estimate of the
number of bits of subpixel resolution that are used to position rasterized
geometry in window coordinates. The value must be at least 4.
?GL_TEXTURE_BINDING_1D: Params returns a single value, the name of
the texture currently bound to the target ?GL_TEXTURE_1D. The initial
value is 0. See gl:bindTexture/2 .
?GL_TEXTURE_BINDING_1D_ARRAY: Params returns a single value, the
name of the texture currently bound to the target ?GL_TEXTURE_1D_ARRAY.
The initial value is 0. See gl:bindTexture/2 .
?GL_TEXTURE_BINDING_2D: Params returns a single value, the name of
the texture currently bound to the target ?GL_TEXTURE_2D. The initial
value is 0. See gl:bindTexture/2 .
?GL_TEXTURE_BINDING_2D_ARRAY: Params returns a single value, the
name of the texture currently bound to the target ?GL_TEXTURE_2D_ARRAY.
The initial value is 0. See gl:bindTexture/2 .
?GL_TEXTURE_BINDING_2D_MULTISAMPLE: Params returns a single value,
the name of the texture currently bound to the target
?GL_TEXTURE_2D_MULTISAMPLE. The initial value is 0. See
gl:bindTexture/2 .
?GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY: Params returns a single
value, the name of the texture currently bound to the target
?GL_TEXTURE_2D_MULTISAMPLE_ARRAY . The initial value is 0. See
gl:bindTexture/2 .
?GL_TEXTURE_BINDING_3D: Params returns a single value, the name of
the texture currently bound to the target ?GL_TEXTURE_3D. The initial
value is 0. See gl:bindTexture/2 .
?GL_TEXTURE_BINDING_BUFFER: Params returns a single value, the
name of the texture currently bound to the target ?GL_TEXTURE_BUFFER.
The initial value is 0. See gl:bindTexture/2 .
?GL_TEXTURE_BINDING_CUBE_MAP: Params returns a single value, the
name of the texture currently bound to the target ?GL_TEXTURE_CUBE_MAP.
The initial value is 0. See gl:bindTexture/2 .
?GL_TEXTURE_BINDING_RECTANGLE: Params returns a single value, the
name of the texture currently bound to the target
?GL_TEXTURE_RECTANGLE. The initial value is 0. See
gl:bindTexture/2 .
?GL_TEXTURE_COMPRESSION_HINT: Params returns a single value
indicating the mode of the texture compression hint. The initial value is
?GL_DONT_CARE.
?GL_TEXTURE_BUFFER_BINDING: Params returns a single value, the
name of the texture buffer object currently bound. The initial value is 0. See
gl:bindBuffer/2 .
?GL_TIMESTAMP: Params returns a single value, the 64-bit value of
the current GL time. See gl:queryCounter/2 .
?GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: When used with non-indexed
variants of gl:get (such as gl:getIntegerv), Params
returns a single value, the name of the buffer object currently bound to the
target ?GL_TRANSFORM_FEEDBACK_BUFFER. If no buffer object is bound to
this target, 0 is returned. When used with indexed variants of gl:get
(such as gl:getIntegeri_v), Params returns a single value, the
name of the buffer object bound to the indexed transform feedback attribute
stream. The initial value is 0 for all targets. See gl:bindBuffer/2 ,
gl:bindBufferBase/3 , and gl:bindBufferRange/5 .
?GL_TRANSFORM_FEEDBACK_BUFFER_START: When used with indexed variants of
gl:get (such as gl:getInteger64i_v), Params returns a
single value, the start offset of the binding range for each transform
feedback attribute stream. The initial value is 0 for all streams. See
gl:bindBufferRange/5 .
?GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: When used with indexed variants of
gl:get (such as gl:getInteger64i_v), Params returns a
single value, the size of the binding range for each transform feedback
attribute stream. The initial value is 0 for all streams. See
gl:bindBufferRange/5 .
?GL_UNIFORM_BUFFER_BINDING: When used with non-indexed variants of
gl:get (such as gl:getIntegerv), Params returns a single
value, the name of the buffer object currently bound to the target
?GL_UNIFORM_BUFFER. If no buffer object is bound to this target, 0 is
returned. When used with indexed variants of gl:get (such as
gl:getIntegeri_v), Params returns a single value, the name of
the buffer object bound to the indexed uniform buffer binding point. The
initial value is 0 for all targets. See gl:bindBuffer/2 ,
gl:bindBufferBase/3 , and gl:bindBufferRange/5 .
?GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: Params returns a single
value, the minimum required alignment for uniform buffer sizes and offset. The
initial value is 1. See gl:uniformBlockBinding/3 .
?GL_UNIFORM_BUFFER_SIZE: When used with indexed variants of gl:get
(such as gl:getInteger64i_v), Params returns a single value, the
size of the binding range for each indexed uniform buffer binding. The initial
value is 0 for all bindings. See gl:bindBufferRange/5 .
?GL_UNIFORM_BUFFER_START: When used with indexed variants of
gl:get (such as gl:getInteger64i_v), Params returns a
single value, the start offset of the binding range for each indexed uniform
buffer binding. The initial value is 0 for all bindings. See
gl:bindBufferRange/5 .
?GL_UNPACK_ALIGNMENT: Params returns one value, the byte alignment
used for reading pixel data from memory. The initial value is 4. See
gl:pixelStoref/2 .
?GL_UNPACK_IMAGE_HEIGHT: Params returns one value, the image
height used for reading pixel data from memory. The initial is 0. See
gl:pixelStoref/2 .
?GL_UNPACK_LSB_FIRST: Params returns a single boolean value
indicating whether single-bit pixels being read from memory are read first
from the least significant bit of each unsigned byte. The initial value is
?GL_FALSE. See gl:pixelStoref/2 .
?GL_UNPACK_ROW_LENGTH: Params returns one value, the row length
used for reading pixel data from memory. The initial value is 0. See
gl:pixelStoref/2 .
?GL_UNPACK_SKIP_IMAGES: Params returns one value, the number of
pixel images skipped before the first pixel is read from memory. The initial
value is 0. See gl:pixelStoref/2 .
?GL_UNPACK_SKIP_PIXELS: Params returns one value, the number of
pixel locations skipped before the first pixel is read from memory. The
initial value is 0. See gl:pixelStoref/2 .
?GL_UNPACK_SKIP_ROWS: Params returns one value, the number of rows
of pixel locations skipped before the first pixel is read from memory. The
initial value is 0. See gl:pixelStoref/2 .
?GL_UNPACK_SWAP_BYTES: Params returns a single boolean value
indicating whether the bytes of two-byte and four-byte pixel indices and
components are swapped after being read from memory. The initial value is
?GL_FALSE. See gl:pixelStoref/2 .
?GL_VERTEX_PROGRAM_POINT_SIZE: Params returns a single boolean
value indicating whether vertex program point size mode is enabled. If
enabled, and a vertex shader is active, then the point size is taken from the
shader built-in gl_PointSize. If disabled, and a vertex shader is active, then
the point size is taken from the point state as specified by
gl:pointSize/1 . The initial value is ?GL_FALSE.
?GL_VIEWPORT: When used with non-indexed variants of gl:get (such
as gl:getIntegerv ), Params returns four values: the x and y
window coordinates of the viewport, followed by its width and height.
Initially the x and y window coordinates are both set to 0, and the width and
height are set to the width and height of the window into which the GL will do
its rendering. See gl:viewport/4 . When used with indexed variants of
gl:get (such as gl:getIntegeri_v), Params returns four
values: the x and y window coordinates of the indexed viewport, followed by
its width and height. Initially the x and y window coordinates are both set to
0, and the width and height are set to the width and height of the window into
which the GL will do its rendering. See gl:viewportIndexedf/5 .
?GL_VIEWPORT_BOUNDS_RANGE: Params returns two values, the minimum
and maximum viewport bounds range. The minimum range should be at least
[-32768, 32767].
?GL_VIEWPORT_INDEX_PROVOKING_VERTEX: Params returns one value, the
implementation dependent specifc vertex of a primitive that is used to select
the viewport index. If the value returned is equivalent to
?GL_PROVOKING_VERTEX, then the vertex selection follows the convention
specified by gl:provokingVertex/1 . If the value returned is equivalent
to ?GL_FIRST_VERTEX_CONVENTION, then the selection is always taken from
the first vertex in the primitive. If the value returned is equivalent to
?GL_LAST_VERTEX_CONVENTION , then the selection is always taken from
the last vertex in the primitive. If the value returned is equivalent to
?GL_UNDEFINED_VERTEX, then the selection is not guaranteed to be taken
from any specific vertex in the primitive.
?GL_VIEWPORT_SUBPIXEL_BITS: Params returns a single value, the
number of bits of sub-pixel precision which the GL uses to interpret the
floating point viewport bounds. The minimum value is 0.
Many of the boolean parameters can also be queried more easily using
gl:isEnabled/1 .
See external documentation.
Types:
Pname = enum()
See getBooleanv/1
Types:
Pname = enum()
See getBooleanv/1
Types:
Pname = enum()
See getBooleanv/1
Types:
Mask = integer()
Push and pop the server attribute stack
gl:pushAttrib takes one argument, a mask that indicates which groups of
state variables to save on the attribute stack. Symbolic constants are used to
set bits in the mask. Mask is typically constructed by 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.
The symbolic mask constants and their associated GL state are as follows (the
second column lists which attributes are saved): ?GL_ACCUM_BUFFER_BIT
Accumulation buffer clear value
?GL_COLOR_BUFFER_BIT?GL_ALPHA_TEST enable bit
Alpha test function and reference value
?GL_BLEND enable bit
Blending source and destination functions
Constant blend color
Blending equation
?GL_DITHER enable bit
?GL_DRAW_BUFFER setting
?GL_COLOR_LOGIC_OP enable bit
?GL_INDEX_LOGIC_OP enable bit
Logic op function
Color mode and index mode clear values
Color mode and index mode writemasks
?GL_CURRENT_BIT Current RGBA color
Current color index
Current normal vector
Current texture coordinates
Current raster position
?GL_CURRENT_RASTER_POSITION_VALID flag
RGBA color associated with current raster position
Color index associated with current raster position
Texture coordinates associated with current raster position
?GL_EDGE_FLAG flag
?GL_DEPTH_BUFFER_BIT?GL_DEPTH_TEST enable bit
Depth buffer test function
Depth buffer clear value
?GL_DEPTH_WRITEMASK enable bit
?GL_ENABLE_BIT?GL_ALPHA_TEST flag
?GL_AUTO_NORMAL flag
?GL_BLEND flag
Enable bits for the user-definable clipping planes
?GL_COLOR_MATERIAL
?GL_CULL_FACE flag
?GL_DEPTH_TEST flag
?GL_DITHER flag
?GL_FOG flag
?GL_LIGHTi where ?0 <= i <
?GL_MAX_LIGHTS
?GL_LIGHTING flag
?GL_LINE_SMOOTH flag
?GL_LINE_STIPPLE flag
?GL_COLOR_LOGIC_OP flag
?GL_INDEX_LOGIC_OP flag
?GL_MAP1_x where x is a map type
?GL_MAP2_x where x is a map type
?GL_MULTISAMPLE flag
?GL_NORMALIZE flag
?GL_POINT_SMOOTH flag
?GL_POLYGON_OFFSET_LINE flag
?GL_POLYGON_OFFSET_FILL flag
?GL_POLYGON_OFFSET_POINT flag
?GL_POLYGON_SMOOTH flag
?GL_POLYGON_STIPPLE flag
?GL_SAMPLE_ALPHA_TO_COVERAGE flag
?GL_SAMPLE_ALPHA_TO_ONE flag
?GL_SAMPLE_COVERAGE flag
?GL_SCISSOR_TEST flag
?GL_STENCIL_TEST flag
?GL_TEXTURE_1D flag
?GL_TEXTURE_2D flag
?GL_TEXTURE_3D flag
Flags ?GL_TEXTURE_GEN_x where x is S, T, R, or Q
?GL_EVAL_BIT?GL_MAP1_x enable bits, where x is a map
type
?GL_MAP2_x enable bits, where x is a map type
1D grid endpoints and divisions
2D grid endpoints and divisions
?GL_AUTO_NORMAL enable bit
?GL_FOG_BIT?GL_FOG enable bit
Fog color
Fog density
Linear fog start
Linear fog end
Fog index
?GL_FOG_MODE value
?GL_HINT_BIT?GL_PERSPECTIVE_CORRECTION_HINT setting
?GL_POINT_SMOOTH_HINT setting
?GL_LINE_SMOOTH_HINT setting
?GL_POLYGON_SMOOTH_HINT setting
?GL_FOG_HINT setting
?GL_GENERATE_MIPMAP_HINT setting
?GL_TEXTURE_COMPRESSION_HINT setting
?GL_LIGHTING_BIT?GL_COLOR_MATERIAL enable bit
?GL_COLOR_MATERIAL_FACE value
Color material parameters that are tracking the current color
Ambient scene color
?GL_LIGHT_MODEL_LOCAL_VIEWER value
?GL_LIGHT_MODEL_TWO_SIDE setting
?GL_LIGHTING enable bit
Enable bit for each light
Ambient, diffuse, and specular intensity for each light
Direction, position, exponent, and cutoff angle for each light
Constant, linear, and quadratic attenuation factors for each light
Ambient, diffuse, specular, and emissive color for each material
Ambient, diffuse, and specular color indices for each material
Specular exponent for each material
?GL_SHADE_MODEL setting
?GL_LINE_BIT?GL_LINE_SMOOTH flag
?GL_LINE_STIPPLE enable bit
Line stipple pattern and repeat counter
Line width
?GL_LIST_BIT?GL_LIST_BASE setting
?GL_MULTISAMPLE_BIT?GL_MULTISAMPLE flag
?GL_SAMPLE_ALPHA_TO_COVERAGE flag
?GL_SAMPLE_ALPHA_TO_ONE flag
?GL_SAMPLE_COVERAGE flag
?GL_SAMPLE_COVERAGE_VALUE value
?GL_SAMPLE_COVERAGE_INVERT value
?GL_PIXEL_MODE_BIT?GL_RED_BIAS and ?GL_RED_SCALE settings
?GL_GREEN_BIAS and ?GL_GREEN_SCALE values
?GL_BLUE_BIAS and ?GL_BLUE_SCALE
?GL_ALPHA_BIAS and ?GL_ALPHA_SCALE
?GL_DEPTH_BIAS and ?GL_DEPTH_SCALE
?GL_INDEX_OFFSET and ?GL_INDEX_SHIFT values
?GL_MAP_COLOR and ?GL_MAP_STENCIL flags
?GL_ZOOM_X and ?GL_ZOOM_Y factors
?GL_READ_BUFFER setting
?GL_POINT_BIT?GL_POINT_SMOOTH flag
Point size
?GL_POLYGON_BIT?GL_CULL_FACE enable bit
?GL_CULL_FACE_MODE value
?GL_FRONT_FACE indicator
?GL_POLYGON_MODE setting
?GL_POLYGON_SMOOTH flag
?GL_POLYGON_STIPPLE enable bit
?GL_POLYGON_OFFSET_FILL flag
?GL_POLYGON_OFFSET_LINE flag
?GL_POLYGON_OFFSET_POINT flag
?GL_POLYGON_OFFSET_FACTOR
?GL_POLYGON_OFFSET_UNITS
?GL_POLYGON_STIPPLE_BIT Polygon stipple image
?GL_SCISSOR_BIT?GL_SCISSOR_TEST flag
Scissor box
?GL_STENCIL_BUFFER_BIT?GL_STENCIL_TEST enable bit
Stencil function and reference value
Stencil value mask
Stencil fail, pass, and depth buffer pass actions
Stencil buffer clear value
Stencil buffer writemask
?GL_TEXTURE_BIT Enable bits for the four texture coordinates
Border color for each texture image
Minification function for each texture image
Magnification function for each texture image
Texture coordinates and wrap mode for each texture image
Color and mode for each texture environment
Enable bits ?GL_TEXTURE_GEN_x, x is S, T, R, and Q
?GL_TEXTURE_GEN_MODE setting for S, T, R, and Q
gl:texGend/3 plane equations for S, T, R, and Q
Current texture bindings (for example, ?GL_TEXTURE_BINDING_2D)
?GL_TRANSFORM_BIT Coefficients of the six clipping planes
Enable bits for the user-definable clipping planes
?GL_MATRIX_MODE value
?GL_NORMALIZE flag
?GL_RESCALE_NORMAL flag
?GL_VIEWPORT_BIT Depth range (near and far)
Viewport origin and extent
gl:pushAttrib/1 restores the values of the state variables saved with the
last gl:pushAttrib command. Those not saved are left unchanged.
It is an error to push attributes onto a full stack or to pop attributes off an
empty stack. In either case, the error flag is set and no other change is made
to GL state.
Initially, the attribute stack is empty.
See external documentation.
Alpha test function and reference value
Blending source and destination functions
Constant blend color
Blending equation
Logic op function
Color mode and index mode clear values
Color mode and index mode writemasks
Current color index
Current normal vector
Current texture coordinates
Current raster position
RGBA color associated with current raster position
Color index associated with current raster position
Texture coordinates associated with current raster position
Depth buffer test function
Depth buffer clear value
Enable bits for the user-definable clipping planes
Flags ?GL_TEXTURE_GEN_x where x is S, T, R, or Q
1D grid endpoints and divisions
2D grid endpoints and divisions
Fog color
Fog density
Linear fog start
Linear fog end
Fog index
Color material parameters that are tracking the current color
Ambient scene color
Enable bit for each light
Ambient, diffuse, and specular intensity for each light
Direction, position, exponent, and cutoff angle for each light
Constant, linear, and quadratic attenuation factors for each light
Ambient, diffuse, specular, and emissive color for each material
Ambient, diffuse, and specular color indices for each material
Specular exponent for each material
Line stipple pattern and repeat counter
Line width
Point size
Scissor box
Stencil function and reference value
Stencil value mask
Stencil fail, pass, and depth buffer pass actions
Stencil buffer clear value
Stencil buffer writemask
Border color for each texture image
Minification function for each texture image
Magnification function for each texture image
Texture coordinates and wrap mode for each texture image
Color and mode for each texture environment
Enable bits ?GL_TEXTURE_GEN_x, x is S, T, R, and Q
Current texture bindings (for example, ?GL_TEXTURE_BINDING_2D)
Enable bits for the user-definable clipping planes
Viewport origin and extent
See pushAttrib/1
Types:
Mask = integer()
Push and pop the client attribute stack
gl:pushClientAttrib 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.
The symbolic mask constants and their associated GL client state are as follows
(the second column lists which attributes are saved):
?GL_CLIENT_PIXEL_STORE_BIT Pixel storage modes
?GL_CLIENT_VERTEX_ARRAY_BIT Vertex arrays (and enables)
gl:pushClientAttrib/1 restores the values of the client-state variables
saved with the last gl:pushClientAttrib. Those not saved are left
unchanged.
It is an error to push attributes onto a full client attribute stack or to pop
attributes off an empty stack. In either case, the error flag is set, and no
other change is made to GL state.
Initially, the client attribute stack is empty.
See external documentation.
See pushClientAttrib/1
Types:
Mode = enum()
Set rasterization mode
gl:renderMode sets the rasterization mode. It takes one argument,
Mode , which can assume one of three predefined values:
?GL_RENDER: Render mode. Primitives are rasterized, producing pixel
fragments, which are written into the frame buffer. This is the normal mode
and also the default mode.
?GL_SELECT: Selection mode. No pixel fragments are produced, and no
change to the frame buffer contents is made. Instead, a record of the names of
primitives that would have been drawn if the render mode had been
?GL_RENDER is returned in a select buffer, which must be created (see
gl:selectBuffer/2 ) before selection mode is entered.
?GL_FEEDBACK: Feedback mode. No pixel fragments are produced, and no
change to the frame buffer contents is made. Instead, the coordinates and
attributes of vertices that would have been drawn if the render mode had been
?GL_RENDER is returned in a feedback buffer, which must be created (see
gl:feedbackBuffer/3 ) before feedback mode is entered.
The return value of gl:renderMode is determined by the render mode at the
time gl:renderMode is called, rather than by Mode . The values
returned for the three render modes are as follows:
?GL_RENDER: 0.
?GL_SELECT: The number of hit records transferred to the select buffer.
?GL_FEEDBACK: The number of values (not vertices) transferred to the
feedback buffer.
See the gl:selectBuffer/2 and gl:feedbackBuffer/3 reference pages
for more details concerning selection and feedback operation.
See external documentation.
Return error information
gl:getError 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:getError is called, the error code is returned, and the flag
is reset to ?GL_NO_ERROR. If a call to gl:getError returns
?GL_NO_ERROR, there has been no detectable error since the last call to
gl:getError , or since the GL was initialized.
To allow for distributed implementations, there may be several error flags. If
any single error flag has recorded an error, the value of that flag is
returned and that flag is reset to ?GL_NO_ERROR when gl:getError
is called. If more than one flag has recorded an error, gl:getError
returns and clears an arbitrary error flag value. Thus, gl:getError
should always be called in a loop, until it returns ?GL_NO_ERROR , if
all error flags are to be reset.
Initially, all error flags are set to ?GL_NO_ERROR.
The following errors are currently defined:
?GL_NO_ERROR: No error has been recorded. The value of this symbolic
constant is guaranteed to be 0.
?GL_INVALID_ENUM: An unacceptable value is specified for an enumerated
argument. The offending command is ignored and has no other side effect than
to set the error flag.
?GL_INVALID_VALUE: A numeric argument is out of range. The offending
command is ignored and has no other side effect than to set the error flag.
?GL_INVALID_OPERATION: The specified operation is not allowed in the
current state. The offending command is ignored and has no other side effect
than to set the error flag.
?GL_INVALID_FRAMEBUFFER_OPERATION: The framebuffer object is not
complete. The offending command is ignored and has no other side effect than
to set the error flag.
?GL_OUT_OF_MEMORY: There is not enough memory left to execute the
command. The state of the GL is undefined, except for the state of the error
flags, after this error is recorded.
When an error flag is set, results of a GL operation are undefined only if
?GL_OUT_OF_MEMORY has occurred. In all other cases, the command
generating the error is ignored and has no effect on the GL state or frame
buffer contents. If the generating command returns a value, it returns 0. If
gl:getError itself generates an error, it returns 0.
See external documentation.
Types:
Name = enum()
Return a string describing the current GL connection
gl:getString returns a pointer to a static string describing some aspect
of the current GL connection. Name can be one of the following:
?GL_VENDOR: Returns the company responsible for this GL implementation.
This name does not change from release to release.
?GL_RENDERER: Returns the name of the renderer. This name is typically
specific to a particular configuration of a hardware platform. It does not
change from release to release.
?GL_VERSION: Returns a version or release number.
?GL_SHADING_LANGUAGE_VERSION: Returns a version or release number for the
shading language.
gl:getStringi returns a pointer to a static string indexed by
Index . Name can be one of the following:
?GL_EXTENSIONS: For gl:getStringi only, returns the extension
string supported by the implementation at Index .
Strings ?GL_VENDOR and ?GL_RENDERER together uniquely specify a
platform. They do not change from release to release and should be used by
platform-recognition algorithms.
The ?GL_VERSION and ?GL_SHADING_LANGUAGE_VERSION strings begin
with a version number. The version number uses one of these forms:
major_number.minor_numbermajor_number.minor_number.release_number
Vendor-specific information may follow the version number. Its format depends on
the implementation, but a space always separates the version number and the
vendor-specific information.
All strings are null-terminated.
See external documentation.
Block until all GL execution is complete
gl:finish 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.
See external documentation.
Force execution of GL commands in finite time
Different GL implementations buffer commands in several different locations,
including network buffers and the graphics accelerator itself. gl:flush
empties all of these buffers, causing all issued commands to be executed as
quickly as they are accepted by the actual rendering engine. Though this
execution may not be completed in any particular time period, it does complete
in finite time.
Because any GL program might be executed over a network, or on an accelerator
that buffers commands, all programs should call gl:flush whenever they
count on having all of their previously issued commands completed. For
example, call gl:flush before waiting for user input that depends on
the generated image.
See external documentation.
Types:
Target = enum()
Mode = enum()
Specify implementation-specific hints
Certain aspects of GL behavior, when there is room for interpretation, can be
controlled with hints. A hint is specified with two arguments. Target
is a symbolic constant indicating the behavior to be controlled, and
Mode is another symbolic constant indicating the desired behavior. The
initial value for each Target is ?GL_DONT_CARE . Mode can
be one of the following:
?GL_FASTEST: The most efficient option should be chosen.
?GL_NICEST: The most correct, or highest quality, option should be
chosen.
?GL_DONT_CARE: No preference.
Though the implementation aspects that can be hinted are well defined, the
interpretation of the hints depends on the implementation. The hint aspects
that can be specified with Target , along with suggested semantics, are
as follows:
?GL_FRAGMENT_SHADER_DERIVATIVE_HINT: Indicates the accuracy of the
derivative calculation for the GL shading language fragment processing
built-in functions: ?dFdx , ?dFdy, and ?fwidth.
?GL_LINE_SMOOTH_HINT: Indicates the sampling quality of antialiased
lines. If a larger filter function is applied, hinting ?GL_NICEST can
result in more pixel fragments being generated during rasterization.
?GL_POLYGON_SMOOTH_HINT: Indicates the sampling quality of antialiased
polygons. Hinting ?GL_NICEST can result in more pixel fragments being
generated during rasterization, if a larger filter function is applied.
?GL_TEXTURE_COMPRESSION_HINT: Indicates the quality and performance of
the compressing texture images. Hinting ?GL_FASTEST indicates that
texture images should be compressed as quickly as possible, while
?GL_NICEST indicates that texture images should be compressed with as
little image quality loss as possible. ?GL_NICEST should be selected if
the texture is to be retrieved by gl:getCompressedTexImage/3 for reuse.
See external documentation.
Types:
Depth = clamp()
Specify the clear value for the depth buffer
gl:clearDepth specifies the depth value used by gl:clear/1 to
clear the depth buffer. Values specified by gl:clearDepth are clamped
to the range [0 1].
See external documentation.
Types:
Func = enum()
Specify the value used for depth buffer comparisons
gl:depthFunc 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:enable/1 of ?GL_DEPTH_TEST .)
Func specifies the conditions under which the pixel will be drawn. The
comparison functions are as follows:
?GL_NEVER: Never passes.
?GL_LESS: Passes if the incoming depth value is less than the stored
depth value.
?GL_EQUAL: Passes if the incoming depth value is equal to the stored
depth value.
?GL_LEQUAL: Passes if the incoming depth value is less than or equal to
the stored depth value.
?GL_GREATER: Passes if the incoming depth value is greater than the
stored depth value.
?GL_NOTEQUAL: Passes if the incoming depth value is not equal to the
stored depth value.
?GL_GEQUAL: Passes if the incoming depth value is greater than or equal
to the stored depth value.
?GL_ALWAYS: Always passes.
The initial value of Func is ?GL_LESS. Initially, depth testing is
disabled. If depth testing is disabled or if no depth buffer exists, it is as
if the depth test always passes.
See external documentation.
Types:
Flag = 0 | 1
Enable or disable writing into the depth buffer
gl:depthMask 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.
See external documentation.
Types:
Near_val = clamp()
Far_val = clamp()
Specify mapping of depth values from normalized device coordinates to window
coordinates
After clipping and division by w, depth coordinates range from -1 to 1,
corresponding to the near and far clipping planes. gl:depthRange
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 are both clamped to this range before they are accepted.
The setting of (0,1) maps the near plane to 0 and the far plane to 1. With this
mapping, the depth buffer range is fully utilized.
See external documentation.
Types:
Red = float()
Green = float()
Blue = float()
Alpha = float()
Specify clear values for the accumulation buffer
gl:clearAccum specifies the red, green, blue, and alpha values used by
gl:clear/1 to clear the accumulation buffer.
Values specified by gl:clearAccum are clamped to the range [-1 1].
See external documentation.
Types:
Op = enum()
Value = float()
Operate on the accumulation buffer
The accumulation buffer is an extended-range color buffer. Images are not
rendered into it. Rather, images rendered into one of the color buffers are
added to the contents of the accumulation buffer after rendering. Effects such
as antialiasing (of points, lines, and polygons), motion blur, and depth of
field can be created by accumulating images generated with different
transformation matrices.
Each pixel in the accumulation buffer consists of red, green, blue, and alpha
values. The number of bits per component in the accumulation buffer depends on
the implementation. You can examine this number by calling
gl:getBooleanv/1 four times, with arguments ?GL_ACCUM_RED_BITS,
?GL_ACCUM_GREEN_BITS, ?GL_ACCUM_BLUE_BITS, and
?GL_ACCUM_ALPHA_BITS . Regardless of the number of bits per component,
the range of values stored by each component is [-1 1]. The accumulation
buffer pixels are mapped one-to-one with frame buffer pixels.
gl:accum operates on the accumulation buffer. The first argument,
Op , is a symbolic constant that selects an accumulation buffer
operation. The second argument, Value , is a floating-point value to be
used in that operation. Five operations are specified: ?GL_ACCUM ,
?GL_LOAD, ?GL_ADD, ?GL_MULT, and ?GL_RETURN.
All accumulation buffer operations are limited to the area of the current
scissor box and applied identically to the red, green, blue, and alpha
components of each pixel. If a gl:accum operation results in a value
outside the range [-1 1], the contents of an accumulation buffer pixel
component are undefined.
The operations are as follows:
?GL_ACCUM: Obtains R, G, B, and A values from the buffer currently
selected for reading (see gl:readBuffer/1 ). Each component value is
divided by 2 n-1, where n is the number of bits allocated to each color
component in the currently selected buffer. The result is a floating-point
value in the range [0 1], which is multiplied by Value and added to the
corresponding pixel component in the accumulation buffer, thereby updating the
accumulation buffer.
?GL_LOAD: Similar to ?GL_ACCUM, except that the current value in
the accumulation buffer is not used in the calculation of the new value. That
is, the R, G, B, and A values from the currently selected buffer are divided
by 2 n-1, multiplied by Value , and then stored in the corresponding
accumulation buffer cell, overwriting the current value.
?GL_ADD: Adds Value to each R, G, B, and A in the accumulation
buffer.
?GL_MULT: Multiplies each R, G, B, and A in the accumulation buffer by
Value and returns the scaled component to its corresponding
accumulation buffer location.
?GL_RETURN: Transfers accumulation buffer values to the color buffer or
buffers currently selected for writing. Each R, G, B, and A component is
multiplied by Value , then multiplied by 2 n-1, clamped to the range [0
2 n-1], and stored in the corresponding display buffer cell. The only fragment
operations that are applied to this transfer are pixel ownership, scissor,
dithering, and color writemasks.
To clear the accumulation buffer, call gl:clearAccum/4 with R, G, B, and
A values to set it to, then call gl:clear/1 with the accumulation
buffer enabled.
See external documentation.
Types:
Mode = enum()
Specify which matrix is the current matrix
gl:matrixMode sets the current matrix mode. Mode can assume one of
four values:
?GL_MODELVIEW: Applies subsequent matrix operations to the modelview
matrix stack.
?GL_PROJECTION: Applies subsequent matrix operations to the projection
matrix stack.
?GL_TEXTURE: Applies subsequent matrix operations to the texture matrix
stack.
?GL_COLOR: Applies subsequent matrix operations to the color matrix
stack.
To find out which matrix stack is currently the target of all matrix operations,
call gl:getBooleanv/1 with argument ?GL_MATRIX_MODE. The initial
value is ?GL_MODELVIEW.
See external documentation.
Types:
Left = float()
Right = float()
Bottom = float()
Top = float()
Near_val = float()
Far_val = float()
Multiply the current matrix with an orthographic matrix
gl:ortho describes a transformation that produces a parallel projection.
The current matrix (see gl:matrixMode/1 ) is multiplied by this matrix
and the result replaces the current matrix, as if gl:multMatrixd/1 were
called with the following matrix as its argument:
((2/(right-left)) 0 0(t x) 0(2/(top-bottom)) 0(t y) 0 0(-2/(farVal-nearVal))(t
z) 0 0 0 1)
where t x=-((right+left)/(right-left)) t y=-((top+bottom)/(top-bottom)) t
z=-((farVal+nearVal)/(farVal-nearVal))
Typically, the matrix mode is ?GL_PROJECTION, and (left bottom-nearVal)
and (right top-nearVal) specify the points on the near clipping plane that are
mapped to the lower left and upper right corners of the window, respectively,
assuming that the eye is located at (0, 0, 0). -farVal specifies the location
of the far clipping plane. Both NearVal and FarVal can be either
positive or negative.
Use gl:pushMatrix/0 and gl:pushMatrix/0 to save and restore the
current matrix stack.
See external documentation.
Types:
Left = float()
Right = float()
Bottom = float()
Top = float()
Near_val = float()
Far_val = float()
Multiply the current matrix by a perspective matrix
gl:frustum describes a perspective matrix that produces a perspective
projection. The current matrix (see gl:matrixMode/1 ) is multiplied by
this matrix and the result replaces the current matrix, as if
gl:multMatrixd/1 were called with the following matrix as its argument:
[((2 nearVal)/(right-left)) 0 A 0 0((2 nearVal)/(top-bottom)) B 0 0 0 C D 0 0 -1
0]
A=(right+left)/(right-left)
B=(top+bottom)/(top-bottom)
C=-((farVal+nearVal)/(farVal-nearVal))
D=-((2 farVal nearVal)/(farVal-nearVal))
Typically, the matrix mode is ?GL_PROJECTION, and (left bottom-nearVal)
and (right top-nearVal) specify the points on the near clipping plane that are
mapped to the lower left and upper right corners of the window, assuming that
the eye is located at (0, 0, 0). -farVal specifies the location of the far
clipping plane. Both NearVal and FarVal must be positive.
Use gl:pushMatrix/0 and gl:pushMatrix/0 to save and restore the
current matrix stack.
See external documentation.
Types:
X = integer()
Y = integer()
Width = integer()
Height = integer()
Set the viewport
gl:viewport 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 coordinates (x w y w) are
computed as follows:
x w=(x nd+1) (width/2)+x
y w=(y nd+1) (height/2)+y
Viewport width and height are silently clamped to a range that depends on the
implementation. To query this range, call gl:getBooleanv/1 with
argument ?GL_MAX_VIEWPORT_DIMS.
See external documentation.
Push and pop the current matrix stack
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.
gl:pushMatrix pushes the current matrix stack down by one, duplicating
the current matrix. That is, after a gl:pushMatrix call, the matrix on
top of the stack is identical to the one below it.
gl:pushMatrix/0 pops the current matrix stack, replacing the current
matrix with the one below it on the stack.
Initially, each of the stacks contains one matrix, an identity matrix.
It is an error to push a full matrix stack or to pop a matrix stack that
contains only a single matrix. In either case, the error flag is set and no
other change is made to GL state.
See external documentation.
See pushMatrix/0
Replace the current matrix with the identity matrix
gl:loadIdentity replaces the current matrix with the identity matrix. It
is semantically equivalent to calling gl:loadMatrixd/1 with the
identity matrix
((1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1))
but in some cases it is more efficient.
See external documentation.
Types:
M = matrix()
Replace the current matrix with the specified matrix
gl:loadMatrix replaces the current matrix with the one whose elements are
specified by M . The current matrix is the projection matrix, modelview
matrix, or texture matrix, depending on the current matrix mode (see
gl:matrixMode/1 ).
The current matrix, M, defines a transformation of coordinates. For instance,
assume M refers to the modelview matrix. If v=(v[0] v[1] v[2] v[3]) is the set
of object coordinates of a vertex, and M points to an array of 16
single- or double-precision floating-point values m={m[0] m[1] ... m[15]},
then the modelview transformation M(v) does the following:
M(v)=(m[0] m[4] m[8] m[12] m[1] m[5] m[9] m[13] m[2] m[6] m[10] m[14] m[3] m[7]
m[11] m[15])*(v[0] v[1] v[2] v[3])
Projection and texture transformations are similarly defined.
See external documentation.
Types:
M = matrix()
See loadMatrixd/1
Types:
M = matrix()
Multiply the current matrix with the specified matrix
gl:multMatrix multiplies the current matrix with the one specified using
M , and replaces the current matrix with the product.
The current matrix is determined by the current matrix mode (see
gl:matrixMode/1 ). It is either the projection matrix, modelview
matrix, or the texture matrix.
See external documentation.
Types:
M = matrix()
See multMatrixd/1
Types:
Angle = float()
X = float()
Y = float()
Z = float()
Multiply the current matrix by a rotation matrix
gl:rotate produces a rotation of Angle degrees around the vector
(x y z). The current matrix (see gl:matrixMode/1 ) is multiplied by a
rotation matrix with the product replacing the current matrix, as if
gl:multMatrixd/1 were called with the following matrix as its argument:
(x 2(1-c)+c x y(1-c)-z s x z(1-c)+y s 0 y x(1-c)+z s y 2(1-c)+c y z(1-c)-x s 0 x
z(1-c)-y s y z(1-c)+x s z 2(1-c)+c 0 0 0 0 1)
Where c= cos(angle), s= sin(angle), and ||(x y z)||= 1 (if not, the GL will
normalize this vector).
If the matrix mode is either ?GL_MODELVIEW or ?GL_PROJECTION, all
objects drawn after gl:rotate is called are rotated. Use
gl:pushMatrix/0 and gl:pushMatrix/0 to save and restore the
unrotated coordinate system.
See external documentation.
Types:
Angle = float()
X = float()
Y = float()
Z = float()
See rotated/4
Types:
X = float()
Y = float()
Z = float()
Multiply the current matrix by a general scaling matrix
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.
The current matrix (see gl:matrixMode/1 ) is multiplied by this scale
matrix, and the product replaces the current matrix as if
gl:multMatrixd/1 were called with the following matrix as its argument:
(x 0 0 0 0 y 0 0 0 0 z 0 0 0 0 1)
If the matrix mode is either ?GL_MODELVIEW or ?GL_PROJECTION, all
objects drawn after gl:scale is called are scaled.
Use gl:pushMatrix/0 and gl:pushMatrix/0 to save and restore the
unscaled coordinate system.
See external documentation.
Types:
X = float()
Y = float()
Z = float()
See scaled/3
Types:
X = float()
Y = float()
Z = float()
Multiply the current matrix by a translation matrix
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:multMatrixd/1 were
called with the following matrix for its argument:
(1 0 0 x 0 1 0 y 0 0 1 z 0 0 0 1)
If the matrix mode is either ?GL_MODELVIEW or ?GL_PROJECTION, all
objects drawn after a call to gl:translate are translated.
Use gl:pushMatrix/0 and gl:pushMatrix/0 to save and restore the
untranslated coordinate system.
See external documentation.
Types:
X = float()
Y = float()
Z = float()
See translated/3
Types:
List = integer()
Determine if a name corresponds to a display list
gl:isList 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.
A name returned by gl:genLists/1 , but not yet associated with a display
list by calling gl:newList/2 , is not the name of a display list.
See external documentation.
Types:
List = integer()
Range = integer()
Delete a contiguous group of display lists
gl:deleteLists 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.
All storage locations allocated to the specified display lists are freed, and
the names are available for reuse at a later time. Names within the range that
do not have an associated display list are ignored. If Range is 0,
nothing happens.
See external documentation.
Types:
Range = integer()
Generate a contiguous set of empty display lists
gl:genLists has one argument, Range . It returns an integer
n such that Range contiguous empty display lists, named n, n+1,
..., n+range-1, are created. If Range is 0, if there is no group of
Range contiguous names available, or if any error is generated, no
display lists are generated, and 0 is returned.
See external documentation.
Types:
List = integer()
Mode = enum()
Create or replace a display list
Display lists are groups of GL commands that have been stored for subsequent
execution. Display lists are created with gl:newList. All subsequent
commands are placed in the display list, in the order issued, until
gl:endList/0 is called.
gl:newList has two arguments. The first argument, List , is a
positive integer that becomes the unique name for the display list. Names can
be created and reserved with gl:genLists/1 and tested for uniqueness
with gl:isList/1 . The second argument, Mode , is a symbolic
constant that can assume one of two values:
?GL_COMPILE: Commands are merely compiled.
?GL_COMPILE_AND_EXECUTE: Commands are executed as they are compiled into
the display list.
Certain commands are not compiled into the display list but are executed
immediately, regardless of the display-list mode. These commands are
gl:areTexturesResident/1 , gl:colorPointer/4 ,
gl:deleteLists/2 , gl:deleteTextures/1 ,
gl:enableClientState/1 , gl:edgeFlagPointer/2 ,
gl:enableClientState/1 , gl:feedbackBuffer/3 ,
gl:finish/0 , gl:flush/0 , gl:genLists/1 ,
gl:genTextures/1 , gl:indexPointer/3 ,
gl:interleavedArrays/3 , gl:isEnabled/1 , gl:isList/1 ,
gl:isTexture/1 , gl:normalPointer/3 ,
gl:pushClientAttrib/1 , gl:pixelStoref/2 ,
gl:pushClientAttrib/1 , gl:readPixels/7 , gl:renderMode/1
, gl:selectBuffer/2 , gl:texCoordPointer/4 ,
gl:vertexPointer/4 , and all of the gl:getBooleanv/1 commands.
Similarly, gl:texImage1D/8 , gl:texImage2D/9 , and
gl:texImage3D/10 are executed immediately and not compiled into the
display list when their first argument is ?GL_PROXY_TEXTURE_1D,
?GL_PROXY_TEXTURE_1D, or ?GL_PROXY_TEXTURE_3D , respectively.
When the ARB_imaging extension is supported, gl:histogram/4 executes
immediately when its argument is ?GL_PROXY_HISTOGRAM. Similarly,
gl:colorTable/6 executes immediately when its first argument is
?GL_PROXY_COLOR_TABLE, ?GL_PROXY_POST_CONVOLUTION_COLOR_TABLE ,
or ?GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE.
For OpenGL versions 1.3 and greater, or when the ARB_multitexture extension is
supported, gl:clientActiveTexture/1 is not compiled into display lists,
but executed immediately.
When gl:endList/0 is encountered, the display-list definition is
completed by associating the list with the unique name List (specified
in the gl:newList command). If a display list with name List
already exists, it is replaced only when gl:endList/0 is called.
See external documentation.
glBeginList
See external documentation.
Types:
List = integer()
Execute a display list
gl:callList 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 is ignored.
gl:callList can appear inside a display list. To avoid the possibility of
infinite recursion resulting from display lists calling one another, a limit
is placed on the nesting level of display lists during display-list execution.
This limit is at least 64, and it depends on the implementation.
GL state is not saved and restored across a call to gl:callList. Thus,
changes made to GL state during the execution of a display list remain after
execution of the display list is completed. Use gl:pushAttrib/1 ,
gl:pushAttrib/1 , gl:pushMatrix/0 , and gl:pushMatrix/0
to preserve GL state across gl:callList calls.
See external documentation.
Types:
Lists = [integer()]
Execute a list of display lists
gl:callLists 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.
gl:callLists provides an efficient means for executing more than one
display list. Type allows lists with various name formats to be
accepted. The formats are as follows:
?GL_BYTE: Lists is treated as an array of signed bytes, each in
the range -128 through 127.
?GL_UNSIGNED_BYTE: Lists is treated as an array of unsigned bytes,
each in the range 0 through 255.
?GL_SHORT: Lists is treated as an array of signed two-byte
integers, each in the range -32768 through 32767.
?GL_UNSIGNED_SHORT: Lists is treated as an array of unsigned
two-byte integers, each in the range 0 through 65535.
?GL_INT: Lists is treated as an array of signed four-byte
integers.
?GL_UNSIGNED_INT: Lists is treated as an array of unsigned
four-byte integers.
?GL_FLOAT: Lists is treated as an array of four-byte
floating-point values.
?GL_2_BYTES: Lists is treated as an array of unsigned bytes. Each
pair of bytes specifies a single display-list name. The value of the pair is
computed as 256 times the unsigned value of the first byte plus the unsigned
value of the second byte.
?GL_3_BYTES: Lists is treated as an array of unsigned bytes. Each
triplet of bytes specifies a single display-list name. The value of the
triplet is computed as 65536 times the unsigned value of the first byte, plus
256 times the unsigned value of the second byte, plus the unsigned value of
the third byte.
?GL_4_BYTES: Lists is treated as an array of unsigned bytes. Each
quadruplet of bytes specifies a single display-list name. The value of the
quadruplet is computed as 16777216 times the unsigned value of the first byte,
plus 65536 times the unsigned value of the second byte, plus 256 times the
unsigned value of the third byte, plus the unsigned value of the fourth byte.
The list of display-list names is not null-terminated. Rather, N
specifies how many names are to be taken from Lists .
An additional level of indirection is made available with the
gl:listBase/1 command, which specifies an unsigned offset that is added
to each display-list name specified in Lists before that display list
is executed.
gl:callLists can appear inside a display list. To avoid the possibility
of infinite recursion resulting from display lists calling one another, a
limit is placed on the nesting level of display lists during display-list
execution. This limit must be at least 64, and it depends on the
implementation.
GL state is not saved and restored across a call to gl:callLists. Thus,
changes made to GL state during the execution of the display lists remain
after execution is completed. Use gl:pushAttrib/1 ,
gl:pushAttrib/1 , gl:pushMatrix/0 , and gl:pushMatrix/0
to preserve GL state across gl:callLists calls.
See external documentation.
Types:
Base = integer()
set the display-list base for
gl:callLists/1
gl:callLists/1 specifies an array of offsets. Display-list names are
generated by adding Base to each offset. Names that reference valid
display lists are executed; the others are ignored.
See external documentation.
Types:
Mode = enum()
Delimit the vertices of a primitive or a group of like primitives
gl:'begin' and gl:'begin'/1 delimit the vertices that define a
primitive or a group of like primitives. gl:'begin' accepts a single
argument that specifies in which of ten ways the vertices are interpreted.
Taking n as an integer count starting at one, and N as the total number of
vertices specified, the interpretations are as follows:
?GL_POINTS: Treats each vertex as a single point. Vertex n defines point
n. N points are drawn.
?GL_LINES: Treats each pair of vertices as an independent line segment.
Vertices 2 n-1 and 2 n define line n. N/2 lines are drawn.
?GL_LINE_STRIP: Draws a connected group of line segments from the first
vertex to the last. Vertices n and n+1 define line n. N-1 lines are drawn.
?GL_LINE_LOOP: Draws a connected group of line segments from the first
vertex to the last, then back to the first. Vertices n and n+1 define line n.
The last line, however, is defined by vertices N and 1. N lines are drawn.
?GL_TRIANGLES: Treats each triplet of vertices as an independent
triangle. Vertices 3 n-2, 3 n-1, and 3 n define triangle n. N/3 triangles are
drawn.
?GL_TRIANGLE_STRIP: Draws a connected group of triangles. One triangle is
defined for each vertex presented after the first two vertices. For odd n,
vertices n, n+1, and n+2 define triangle n. For even n, vertices n+1, n, and
n+2 define triangle n. N-2 triangles are drawn.
?GL_TRIANGLE_FAN: Draws a connected group of triangles. One triangle is
defined for each vertex presented after the first two vertices. Vertices 1,
n+1, and n+2 define triangle n. N-2 triangles are drawn.
?GL_QUADS: Treats each group of four vertices as an independent
quadrilateral. Vertices 4 n-3, 4 n-2, 4 n-1, and 4 n define quadrilateral n.
N/4 quadrilaterals are drawn.
?GL_QUAD_STRIP: Draws a connected group of quadrilaterals. One
quadrilateral is defined for each pair of vertices presented after the first
pair. Vertices 2 n-1, 2 n, 2 n+2, and 2 n+1 define quadrilateral n. N/2-1
quadrilaterals are drawn. Note that the order in which vertices are used to
construct a quadrilateral from strip data is different from that used with
independent data.
?GL_POLYGON: Draws a single, convex polygon. Vertices 1 through N define
this polygon.
Only a subset of GL commands can be used between gl:'begin' and
gl:'begin'/1 . The commands are gl:vertex2d/2 ,
gl:color3b/3 , gl:secondaryColor3b/3 , gl:indexd/1 ,
gl:normal3b/3 , gl:fogCoordf/1 , gl:texCoord1d/1 ,
gl:multiTexCoord1d/2 , gl:vertexAttrib1d/2 ,
gl:evalCoord1d/1 , gl:evalPoint1/1 , gl:arrayElement/1 ,
gl:materialf/3 , and gl:edgeFlag/1 . Also, it is acceptable to
use gl:callList/1 or gl:callLists/1 to execute display lists
that include only the preceding commands. If any other GL command is executed
between gl:'begin' and gl:'begin'/1 , the error flag is set and
the command is ignored.
Regardless of the value chosen for Mode , there is no limit to the number
of vertices that can be defined between gl:'begin' and
gl:'begin'/1 . Lines, triangles, quadrilaterals, and polygons that are
incompletely specified are not drawn. Incomplete specification results when
either too few vertices are provided to specify even a single primitive or
when an incorrect multiple of vertices is specified. The incomplete primitive
is ignored; the rest are drawn.
The minimum specification of vertices for each primitive is as follows: 1 for a
point, 2 for a line, 3 for a triangle, 4 for a quadrilateral, and 3 for a
polygon. Modes that require a certain multiple of vertices are
?GL_LINES (2), ?GL_TRIANGLES (3), ?GL_QUADS (4), and
?GL_QUAD_STRIP (2).
See external documentation.
See 'begin'/1
Types:
X = float()
Y = float()
Specify a vertex
gl:vertex commands are used within gl:'begin'/1 /
gl:'begin'/1 pairs to specify point, line, and polygon vertices. The
current color, normal, texture coordinates, and fog coordinate are associated
with the vertex when gl:vertex is called.
When only x and y are specified, z defaults to 0 and w defaults to 1. When x, y,
and z are specified, w defaults to 1.
See external documentation.
Types:
X = float()
Y = float()
See vertex2d/2
Types:
X = integer()
Y = integer()
See vertex2d/2
Types:
X = integer()
Y = integer()
See vertex2d/2
Types:
X = float()
Y = float()
Z = float()
See vertex2d/2
Types:
X = float()
Y = float()
Z = float()
See vertex2d/2
Types:
X = integer()
Y = integer()
Z = integer()
See vertex2d/2
Types:
X = integer()
Y = integer()
Z = integer()
See vertex2d/2
Types:
X = float()
Y = float()
Z = float()
W = float()
See vertex2d/2
Types:
X = float()
Y = float()
Z = float()
W = float()
See vertex2d/2
Types:
X = integer()
Y = integer()
Z = integer()
W = integer()
See vertex2d/2
Types:
X = integer()
Y = integer()
Z = integer()
W = integer()
See vertex2d/2
Types:
V = {X::float(), Y::float()}
Equivalent to vertex2d(X, Y).
Types:
V = {X::float(), Y::float()}
Equivalent to vertex2f(X, Y).
Types:
V = {X::integer(), Y::integer()}
Equivalent to vertex2i(X, Y).
Types:
V = {X::integer(), Y::integer()}
Equivalent to vertex2s(X, Y).
Types:
V = {X::float(), Y::float(), Z::float()}
Equivalent to vertex3d(X, Y, Z).
Types:
V = {X::float(), Y::float(), Z::float()}
Equivalent to vertex3f(X, Y, Z).
Types:
V = {X::integer(), Y::integer(), Z::integer()}
Equivalent to vertex3i(X, Y, Z).
Types:
V = {X::integer(), Y::integer(), Z::integer()}
Equivalent to vertex3s(X, Y, Z).
Types:
V = {X::float(), Y::float(), Z::float(),
W::float()}
Equivalent to vertex4d(X, Y, Z, W).
Types:
V = {X::float(), Y::float(), Z::float(),
W::float()}
Equivalent to vertex4f(X, Y, Z, W).
Types:
V = {X::integer(), Y::integer(), Z::integer(),
W::integer()}
Equivalent to vertex4i(X, Y, Z, W).
Types:
V = {X::integer(), Y::integer(), Z::integer(),
W::integer()}
Equivalent to vertex4s(X, Y, Z, W).
Types:
Nx = integer()
Ny = integer()
Nz = integer()
Set the current normal vector
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.
Normals specified with gl:normal need not have unit length. If
?GL_NORMALIZE is enabled, then normals of any length specified with
gl:normal are normalized after transformation. If
?GL_RESCALE_NORMAL is enabled, normals are scaled by a scaling factor
derived from the modelview matrix. ?GL_RESCALE_NORMAL requires that the
originally specified normals were of unit length, and that the modelview
matrix contain only uniform scales for proper results. To enable and disable
normalization, call gl:enable/1 and gl:enable/1 with either
?GL_NORMALIZE or ?GL_RESCALE_NORMAL. Normalization is initially
disabled.
See external documentation.
Types:
Nx = float()
Ny = float()
Nz = float()
See normal3b/3
Types:
Nx = float()
Ny = float()
Nz = float()
See normal3b/3
Types:
Nx = integer()
Ny = integer()
Nz = integer()
See normal3b/3
Types:
Nx = integer()
Ny = integer()
Nz = integer()
See normal3b/3
Types:
V = {Nx::integer(), Ny::integer(),
Nz::integer()}
Equivalent to normal3b(Nx, Ny, Nz).
Types:
V = {Nx::float(), Ny::float(), Nz::float()}
Equivalent to normal3d(Nx, Ny, Nz).
Types:
V = {Nx::float(), Ny::float(), Nz::float()}
Equivalent to normal3f(Nx, Ny, Nz).
Types:
V = {Nx::integer(), Ny::integer(),
Nz::integer()}
Equivalent to normal3i(Nx, Ny, Nz).
Types:
V = {Nx::integer(), Ny::integer(),
Nz::integer()}
Equivalent to normal3s(Nx, Ny, Nz).
Types:
C = float()
Set the current color index
gl:index updates the current (single-valued) color index. It takes one
argument, the new value for the current color index.
The current index is stored as a floating-point value. Integer values are
converted directly to floating-point values, with no special mapping. The
initial value is 1.
Index values outside the representable range of the color index buffer are not
clamped. However, before an index is dithered (if enabled) and written to the
frame buffer, it is converted to fixed-point format. Any bits in the integer
portion of the resulting fixed-point value that do not correspond to bits in
the frame buffer are masked out.
See external documentation.
Types:
C = float()
See indexd/1
Types:
C = integer()
See indexd/1
Types:
C = integer()
See indexd/1
Types:
C = integer()
See indexd/1
Types:
C = {C::float()}
Equivalent to indexd(C).
Types:
C = {C::float()}
Equivalent to indexf(C).
Types:
C = {C::integer()}
Equivalent to indexi(C).
Types:
C = {C::integer()}
Equivalent to indexs(C).
Types:
C = {C::integer()}
Equivalent to indexub(C).
Types:
Red = integer()
Green = integer()
Blue = integer()
Set the current color
The GL stores both a current single-valued color index and a current four-valued
RGBA color. gl:color sets a new four-valued 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.
gl:color3b, gl:color4b, gl:color3s, gl:color4s,
gl:color3i, and gl:color4i take three or four signed byte,
short, or long integers as arguments. When v is appended to the name,
the color commands can take a pointer to an array of such values.
Current color values are stored in floating-point format, with unspecified
mantissa and exponent sizes. Unsigned integer color components, when
specified, are linearly mapped to floating-point values such that the largest
representable value maps to 1.0 (full intensity), and 0 maps to 0.0 (zero
intensity). Signed integer color components, when specified, are linearly
mapped to floating-point values such that the most positive representable
value maps to 1.0, and the most negative representable value maps to -1.0.
(Note that this mapping does not convert 0 precisely to 0.0.) Floating-point
values are mapped directly.
Neither floating-point nor signed integer values are clamped to the range [0 1]
before the current color is updated. However, color components are clamped to
this range before they are interpolated or written into a color buffer.
See external documentation.
Types:
Red = float()
Green = float()
Blue = float()
See color3b/3
Types:
Red = float()
Green = float()
Blue = float()
See color3b/3
Types:
Red = integer()
Green = integer()
Blue = integer()
See color3b/3
Types:
Red = integer()
Green = integer()
Blue = integer()
See color3b/3
Types:
Red = integer()
Green = integer()
Blue = integer()
See color3b/3
Types:
Red = integer()
Green = integer()
Blue = integer()
See color3b/3
Types:
Red = integer()
Green = integer()
Blue = integer()
See color3b/3
Types:
Red = integer()
Green = integer()
Blue = integer()
Alpha = integer()
See color3b/3
Types:
Red = float()
Green = float()
Blue = float()
Alpha = float()
See color3b/3
Types:
Red = float()
Green = float()
Blue = float()
Alpha = float()
See color3b/3
Types:
Red = integer()
Green = integer()
Blue = integer()
Alpha = integer()
See color3b/3
Types:
Red = integer()
Green = integer()
Blue = integer()
Alpha = integer()
See color3b/3
Types:
Red = integer()
Green = integer()
Blue = integer()
Alpha = integer()
See color3b/3
Types:
Red = integer()
Green = integer()
Blue = integer()
Alpha = integer()
See color3b/3
Types:
Red = integer()
Green = integer()
Blue = integer()
Alpha = integer()
See color3b/3
Types:
V = {Red::integer(), Green::integer(),
Blue::integer()}
Equivalent to color3b(Red, Green, Blue).
Types:
V = {Red::float(), Green::float(),
Blue::float()}
Equivalent to color3d(Red, Green, Blue).
Types:
V = {Red::float(), Green::float(),
Blue::float()}
Equivalent to color3f(Red, Green, Blue).
Types:
V = {Red::integer(), Green::integer(),
Blue::integer()}
Equivalent to color3i(Red, Green, Blue).
Types:
V = {Red::integer(), Green::integer(),
Blue::integer()}
Equivalent to color3s(Red, Green, Blue).
Types:
V = {Red::integer(), Green::integer(),
Blue::integer()}
Equivalent to color3ub(Red, Green, Blue).
Types:
V = {Red::integer(), Green::integer(),
Blue::integer()}
Equivalent to color3ui(Red, Green, Blue).
Types:
V = {Red::integer(), Green::integer(),
Blue::integer()}
Equivalent to color3us(Red, Green, Blue).
Types:
V = {Red::integer(), Green::integer(),
Blue::integer(), Alpha::integer()}
Equivalent to color4b(Red, Green, Blue, Alpha).
Types:
V = {Red::float(), Green::float(),
Blue::float(), Alpha::float()}
Equivalent to color4d(Red, Green, Blue, Alpha).
Types:
V = {Red::float(), Green::float(),
Blue::float(), Alpha::float()}
Equivalent to color4f(Red, Green, Blue, Alpha).
Types:
V = {Red::integer(), Green::integer(),
Blue::integer(), Alpha::integer()}
Equivalent to color4i(Red, Green, Blue, Alpha).
Types:
V = {Red::integer(), Green::integer(),
Blue::integer(), Alpha::integer()}
Equivalent to color4s(Red, Green, Blue, Alpha).
Types:
V = {Red::integer(), Green::integer(),
Blue::integer(), Alpha::integer()}
Equivalent to color4ub(Red, Green, Blue, Alpha).
Types:
V = {Red::integer(), Green::integer(),
Blue::integer(), Alpha::integer()}
Equivalent to color4ui(Red, Green, Blue, Alpha).
Types:
V = {Red::integer(), Green::integer(),
Blue::integer(), Alpha::integer()}
Equivalent to color4us(Red, Green, Blue, Alpha).
Types:
S = float()
Set the current texture coordinates
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 coordinates as (s t r 1), and
gl:texCoord4 defines all four components explicitly as (s t r q).
The current texture coordinates are part of the data that is associated with
each vertex and with the current raster position. Initially, the values for
s, t, r , and q are (0, 0, 0, 1).
See external documentation.
Types:
S = float()
See texCoord1d/1
Types:
S = integer()
See texCoord1d/1
Types:
S = integer()
See texCoord1d/1
Types:
S = float()
T = float()
See texCoord1d/1
Types:
S = float()
T = float()
See texCoord1d/1
Types:
S = integer()
T = integer()
See texCoord1d/1
Types:
S = integer()
T = integer()
See texCoord1d/1
Types:
S = float()
T = float()
R = float()
See texCoord1d/1
Types:
S = float()
T = float()
R = float()
See texCoord1d/1
Types:
S = integer()
T = integer()
R = integer()
See texCoord1d/1
Types:
S = integer()
T = integer()
R = integer()
See texCoord1d/1
Types:
S = float()
T = float()
R = float()
Q = float()
See texCoord1d/1
Types:
S = float()
T = float()
R = float()
Q = float()
See texCoord1d/1
Types:
S = integer()
T = integer()
R = integer()
Q = integer()
See texCoord1d/1
Types:
S = integer()
T = integer()
R = integer()
Q = integer()
See texCoord1d/1
Types:
V = {S::float()}
Equivalent to texCoord1d(S).
Types:
V = {S::float()}
Equivalent to texCoord1f(S).
Types:
V = {S::integer()}
Equivalent to texCoord1i(S).
Types:
V = {S::integer()}
Equivalent to texCoord1s(S).
Types:
V = {S::float(), T::float()}
Equivalent to texCoord2d(S, T).
Types:
V = {S::float(), T::float()}
Equivalent to texCoord2f(S, T).
Types:
V = {S::integer(), T::integer()}
Equivalent to texCoord2i(S, T).
Types:
V = {S::integer(), T::integer()}
Equivalent to texCoord2s(S, T).
Types:
V = {S::float(), T::float(), R::float()}
Equivalent to texCoord3d(S, T, R).
Types:
V = {S::float(), T::float(), R::float()}
Equivalent to texCoord3f(S, T, R).
Types:
V = {S::integer(), T::integer(), R::integer()}
Equivalent to texCoord3i(S, T, R).
Types:
V = {S::integer(), T::integer(), R::integer()}
Equivalent to texCoord3s(S, T, R).
Types:
V = {S::float(), T::float(), R::float(),
Q::float()}
Equivalent to texCoord4d(S, T, R, Q).
Types:
V = {S::float(), T::float(), R::float(),
Q::float()}
Equivalent to texCoord4f(S, T, R, Q).
Types:
V = {S::integer(), T::integer(), R::integer(),
Q::integer()}
Equivalent to texCoord4i(S, T, R, Q).
Types:
V = {S::integer(), T::integer(), R::integer(),
Q::integer()}
Equivalent to texCoord4s(S, T, R, Q).
Types:
X = float()
Y = float()
Specify the raster position for pixel operations
The GL maintains a 3D position in window coordinates. This position, called the
raster position, is used to position pixel and bitmap write operations. It is
maintained with subpixel accuracy. See gl:bitmap/7 ,
gl:drawPixels/5 , and gl:copyPixels/5 .
The current raster position consists of three window coordinates ( x, y, z), a
clip coordinate value ( w), an eye coordinate distance, a valid bit, and
associated color data and texture coordinates. The w coordinate is a clip
coordinate, because w is not projected to window coordinates.
gl:rasterPos4 specifies object coordinates x, y, z, and w explicitly.
gl:rasterPos3 specifies object coordinate x, y, and z explicitly, while
w is implicitly set to 1. gl:rasterPos2 uses the argument values for x
and y while implicitly setting z and w to 0 and 1.
The object coordinates presented by gl:rasterPos are treated just like
those of a gl:vertex2d/2 command: They are transformed by the current
modelview and projection matrices and passed to the clipping stage. If the
vertex is not culled, then it is projected and scaled to window coordinates,
which become the new current raster position, and the
?GL_CURRENT_RASTER_POSITION_VALID flag is set. If the vertex is
culled, then the valid bit is cleared and the current raster position and
associated color and texture coordinates are undefined.
The current raster position also includes some associated color data and texture
coordinates. If lighting is enabled, then ?GL_CURRENT_RASTER_COLOR (in
RGBA mode) or ?GL_CURRENT_RASTER_INDEX (in color index mode) is set to
the color produced by the lighting calculation (see gl:lightf/3 ,
gl:lightModelf/2 , and gl:shadeModel/1 ). If lighting is
disabled, current color (in RGBA mode, state variable
?GL_CURRENT_COLOR) or color index (in color index mode, state variable
?GL_CURRENT_INDEX) is used to update the current raster color.
?GL_CURRENT_RASTER_SECONDARY_COLOR (in RGBA mode) is likewise updated.
Likewise, ?GL_CURRENT_RASTER_TEXTURE_COORDS is updated as a function of
?GL_CURRENT_TEXTURE_COORDS , based on the texture matrix and the
texture generation functions (see gl:texGend/3 ). Finally, the distance
from the origin of the eye coordinate system to the vertex as transformed by
only the modelview matrix replaces ?GL_CURRENT_RASTER_DISTANCE.
Initially, the current raster position is (0, 0, 0, 1), the current raster
distance is 0, the valid bit is set, the associated RGBA color is (1, 1, 1,
1), the associated color index is 1, and the associated texture coordinates
are (0, 0, 0, 1). In RGBA mode, ?GL_CURRENT_RASTER_INDEX is always 1;
in color index mode, the current raster RGBA color always maintains its
initial value.
See external documentation.
Types:
X = float()
Y = float()
See rasterPos2d/2
Types:
X = integer()
Y = integer()
See rasterPos2d/2
Types:
X = integer()
Y = integer()
See rasterPos2d/2
Types:
X = float()
Y = float()
Z = float()
See rasterPos2d/2
Types:
X = float()
Y = float()
Z = float()
See rasterPos2d/2
Types:
X = integer()
Y = integer()
Z = integer()
See rasterPos2d/2
Types:
X = integer()
Y = integer()
Z = integer()
See rasterPos2d/2
Types:
X = float()
Y = float()
Z = float()
W = float()
See rasterPos2d/2
Types:
X = float()
Y = float()
Z = float()
W = float()
See rasterPos2d/2
Types:
X = integer()
Y = integer()
Z = integer()
W = integer()
See rasterPos2d/2
Types:
X = integer()
Y = integer()
Z = integer()
W = integer()
See rasterPos2d/2
Types:
V = {X::float(), Y::float()}
Equivalent to rasterPos2d(X, Y).
Types:
V = {X::float(), Y::float()}
Equivalent to rasterPos2f(X, Y).
Types:
V = {X::integer(), Y::integer()}
Equivalent to rasterPos2i(X, Y).
Types:
V = {X::integer(), Y::integer()}
Equivalent to rasterPos2s(X, Y).
Types:
V = {X::float(), Y::float(), Z::float()}
Equivalent to rasterPos3d(X, Y, Z).
Types:
V = {X::float(), Y::float(), Z::float()}
Equivalent to rasterPos3f(X, Y, Z).
Types:
V = {X::integer(), Y::integer(), Z::integer()}
Equivalent to rasterPos3i(X, Y, Z).
Types:
V = {X::integer(), Y::integer(), Z::integer()}
Equivalent to rasterPos3s(X, Y, Z).
Types:
V = {X::float(), Y::float(), Z::float(),
W::float()}
Equivalent to rasterPos4d(X, Y, Z, W).
Types:
V = {X::float(), Y::float(), Z::float(),
W::float()}
Equivalent to rasterPos4f(X, Y, Z, W).
Types:
V = {X::integer(), Y::integer(), Z::integer(),
W::integer()}
Equivalent to rasterPos4i(X, Y, Z, W).
Types:
V = {X::integer(), Y::integer(), Z::integer(),
W::integer()}
Equivalent to rasterPos4s(X, Y, Z, W).
Types:
X1 = float()
Y1 = float()
X2 = float()
Y2 = float()
Draw a rectangle
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.
gl:rect( X1 , Y1 , X2 , Y2 ) is exactly
equivalent to the following sequence: glBegin( ?GL_POLYGON); glVertex2(
X1 , Y1 ); glVertex2( X2 , Y1 ); glVertex2(
X2 , Y2 ); glVertex2( X1 , Y2 ); glEnd(); Note
that if the second vertex is above and to the right of the first vertex, the
rectangle is constructed with a counterclockwise winding.
See external documentation.
Types:
X1 = float()
Y1 = float()
X2 = float()
Y2 = float()
See rectd/4
Types:
X1 = integer()
Y1 = integer()
X2 = integer()
Y2 = integer()
See rectd/4
Types:
X1 = integer()
Y1 = integer()
X2 = integer()
Y2 = integer()
See rectd/4
Types:
V1 = {float(), float()}
V2 = {float(), float()}
See rectd/4
Types:
V1 = {float(), float()}
V2 = {float(), float()}
See rectd/4
Types:
V1 = {integer(), integer()}
V2 = {integer(), integer()}
See rectd/4
Types:
V1 = {integer(), integer()}
V2 = {integer(), integer()}
See rectd/4
Types:
Size = integer()
Type = enum()
Stride = integer()
Ptr = offset() | mem()
Define an array of vertex data
gl:vertexPointer specifies the location and data format of an array of
vertex coordinates to use when rendering. Size specifies 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 .)
If a non-zero named buffer object is bound to the ?GL_ARRAY_BUFFER target
(see gl:bindBuffer/2 ) while a vertex array is specified,
Pointer is treated as a byte offset into the buffer object's data
store. Also, the buffer object binding ( ?GL_ARRAY_BUFFER_BINDING ) is
saved as vertex array client-side state (
?GL_VERTEX_ARRAY_BUFFER_BINDING).
When a vertex array is specified, Size , Type , Stride ,
and Pointer are saved as client-side state, in addition to the current
vertex array buffer object binding.
To enable and disable the vertex array, call gl:enableClientState/1 and
gl:enableClientState/1 with the argument ?GL_VERTEX_ARRAY. If
enabled, the vertex array is used when gl:arrayElement/1 ,
gl:drawArrays/3 , gl:multiDrawArrays/3 ,
gl:drawElements/4 , see glMultiDrawElements , or
gl:drawRangeElements/6 is called.
See external documentation.
Types:
Type = enum()
Stride = integer()
Ptr = offset() | mem()
Define an array of normals
gl:normalPointer 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 separate arrays. (Single-array storage may be more efficient on
some implementations; see gl:interleavedArrays/3 .)
If a non-zero named buffer object is bound to the ?GL_ARRAY_BUFFER target
(see gl:bindBuffer/2 ) while a normal array is specified,
Pointer is treated as a byte offset into the buffer object's data
store. Also, the buffer object binding ( ?GL_ARRAY_BUFFER_BINDING ) is
saved as normal vertex array client-side state (
?GL_NORMAL_ARRAY_BUFFER_BINDING ).
When a normal array is specified, Type , Stride , and
Pointer are saved as client-side state, in addition to the current
vertex array buffer object binding.
To enable and disable the normal array, call gl:enableClientState/1 and
gl:enableClientState/1 with the argument ?GL_NORMAL_ARRAY. If
enabled, the normal array is used when gl:drawArrays/3 ,
gl:multiDrawArrays/3 , gl:drawElements/4 , see
glMultiDrawElements, gl:drawRangeElements/6 , or
gl:arrayElement/1 is called.
See external documentation.
Types:
Size = integer()
Type = enum()
Stride = integer()
Ptr = offset() | mem()
Define an array of colors
gl:colorPointer 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 .)
If a non-zero named buffer object is bound to the ?GL_ARRAY_BUFFER target
(see gl:bindBuffer/2 ) while a color array is specified, Pointer
is treated as a byte offset into the buffer object's data store. Also, the
buffer object binding ( ?GL_ARRAY_BUFFER_BINDING ) is saved as color
vertex array client-side state ( ?GL_COLOR_ARRAY_BUFFER_BINDING).
When a color array is specified, Size , Type , Stride , and
Pointer are saved as client-side state, in addition to the current
vertex array buffer object binding.
To enable and disable the color array, call gl:enableClientState/1 and
gl:enableClientState/1 with the argument ?GL_COLOR_ARRAY. If
enabled, the color array is used when gl:drawArrays/3 ,
gl:multiDrawArrays/3 , gl:drawElements/4 , see
glMultiDrawElements, gl:drawRangeElements/6 , or
gl:arrayElement/1 is called.
See external documentation.
Types:
Type = enum()
Stride = integer()
Ptr = offset() | mem()
Define an array of color indexes
gl:indexPointer 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 separate arrays.
If a non-zero named buffer object is bound to the ?GL_ARRAY_BUFFER target
(see gl:bindBuffer/2 ) while a color index array is specified,
Pointer is treated as a byte offset into the buffer object's data
store. Also, the buffer object binding ( ?GL_ARRAY_BUFFER_BINDING ) is
saved as color index vertex array client-side state (
?GL_INDEX_ARRAY_BUFFER_BINDING ).
When a color index array is specified, Type , Stride , and
Pointer are saved as client-side state, in addition to the current
vertex array buffer object binding.
To enable and disable the color index array, call gl:enableClientState/1
and gl:enableClientState/1 with the argument ?GL_INDEX_ARRAY. If
enabled, the color index array is used when gl:drawArrays/3 ,
gl:multiDrawArrays/3 , gl:drawElements/4 , see
glMultiDrawElements , gl:drawRangeElements/6 , or
gl:arrayElement/1 is called.
See external documentation.
Types:
Size = integer()
Type = enum()
Stride = integer()
Ptr = offset() | mem()
Define an array of texture coordinates
gl:texCoordPointer 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
separate arrays. (Single-array storage may be more efficient on some
implementations; see gl:interleavedArrays/3 .)
If a non-zero named buffer object is bound to the ?GL_ARRAY_BUFFER target
(see gl:bindBuffer/2 ) while a texture coordinate array is specified,
Pointer is treated as a byte offset into the buffer object's data
store. Also, the buffer object binding ( ?GL_ARRAY_BUFFER_BINDING ) is
saved as texture coordinate vertex array client-side state (
?GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING ).
When a texture coordinate array is specified, Size , Type ,
Stride , and Pointer are saved as client-side state, in addition
to the current vertex array buffer object binding.
To enable and disable a texture coordinate array, call
gl:enableClientState/1 and gl:enableClientState/1 with the
argument ?GL_TEXTURE_COORD_ARRAY. If enabled, the texture coordinate
array is used when gl:arrayElement/1 , gl:drawArrays/3 ,
gl:multiDrawArrays/3 , gl:drawElements/4 , see
glMultiDrawElements, or gl:drawRangeElements/6 is called.
See external documentation.
Types:
Stride = integer()
Ptr = offset() | mem()
Define an array of edge flags
gl:edgeFlagPointer 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, allowing vertices and attributes to be
packed into a single array or stored in separate arrays.
If a non-zero named buffer object is bound to the ?GL_ARRAY_BUFFER target
(see gl:bindBuffer/2 ) while an edge flag array is specified,
Pointer is treated as a byte offset into the buffer object's data
store. Also, the buffer object binding ( ?GL_ARRAY_BUFFER_BINDING ) is
saved as edge flag vertex array client-side state (
?GL_EDGE_FLAG_ARRAY_BUFFER_BINDING ).
When an edge flag array is specified, Stride and Pointer are saved
as client-side state, in addition to the current vertex array buffer object
binding.
To enable and disable the edge flag array, call gl:enableClientState/1
and gl:enableClientState/1 with the argument
?GL_EDGE_FLAG_ARRAY. If enabled, the edge flag array is used when
gl:drawArrays/3 , gl:multiDrawArrays/3 ,
gl:drawElements/4 , see glMultiDrawElements ,
gl:drawRangeElements/6 , or gl:arrayElement/1 is called.
See external documentation.
Types:
I = integer()
Render a vertex using the specified vertex array element
gl:arrayElement commands are used within gl:'begin'/1 /
gl:'begin'/1 pairs to specify vertex and attribute data for point,
line, and polygon primitives. If ?GL_VERTEX_ARRAY is enabled when
gl:arrayElement is called, a single vertex is drawn, using vertex and
attribute data taken from location I of the enabled arrays. If
?GL_VERTEX_ARRAY is not enabled, no drawing occurs but the attributes
corresponding to the enabled arrays are modified.
Use gl:arrayElement to construct primitives by indexing vertex data,
rather than by streaming through arrays of data in first-to-last order.
Because each call specifies only a single vertex, it is possible to explicitly
specify per-primitive attributes such as a single normal for each triangle.
Changes made to array data between the execution of gl:'begin'/1 and the
corresponding execution of gl:'begin'/1 may affect calls to
gl:arrayElement that are made within the same gl:'begin'/1 /
gl:'begin'/1 period in nonsequential ways. That is, a call to
gl:arrayElement that precedes a change to array data may access the
changed data, and a call that follows a change to array data may access
original data.
See external documentation.
Types:
Mode = enum()
First = integer()
Count = integer()
Render primitives from array data
gl:drawArrays 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 .
When gl:drawArrays is called, it uses Count sequential elements
from each enabled array to construct a sequence of geometric primitives,
beginning with element First . Mode specifies what kind of
primitives are constructed and how the array elements construct those
primitives.
Vertex attributes that are modified by gl:drawArrays have an unspecified
value after gl:drawArrays returns. Attributes that aren't modified
remain well defined.
See external documentation.
Types:
Mode = enum()
Count = integer()
Type = enum()
Indices = offset() | mem()
Render primitives from array data
gl:drawElements 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 .
When gl:drawElements is called, it uses Count sequential elements
from an enabled array, starting at Indices to construct a sequence of
geometric primitives. Mode specifies what kind of primitives are
constructed and how the array elements construct these primitives. If more
than one array is enabled, each is used.
Vertex attributes that are modified by gl:drawElements have an
unspecified value after gl:drawElements returns. Attributes that aren't
modified maintain their previous values.
See external documentation.
Types:
Format = enum()
Stride = integer()
Pointer = offset() | mem()
Simultaneously specify and enable several interleaved arrays
gl:interleavedArrays 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.
If Stride is 0, the aggregate elements are stored consecutively.
Otherwise, Stride bytes occur between the beginning of one aggregate
array element and the beginning of the next aggregate array element.
Format serves as a key describing the extraction of individual
arrays from the aggregate array. If Format contains a T, then texture
coordinates are extracted from the interleaved array. If C is present, color
values are extracted. If N is present, normal coordinates are extracted.
Vertex coordinates are always extracted.
The digits 2, 3, and 4 denote how many values are extracted. F indicates that
values are extracted as floating-point values. Colors may also be extracted as
4 unsigned bytes if 4UB follows the C. If a color is extracted as 4 unsigned
bytes, the vertex array element which follows is located at the first possible
floating-point aligned address.
See external documentation.
Types:
Mode = enum()
Select flat or smooth shading
GL primitives can have either flat or smooth shading. Smooth shading, the
default, causes the computed colors of vertices to be interpolated as the
primitive is rasterized, typically assigning different colors to each
resulting pixel fragment. Flat shading selects the computed color of just one
vertex and assigns it to all the pixel fragments generated by rasterizing a
single primitive. In either case, the computed color of a vertex is the result
of lighting if lighting is enabled, or it is the current color at the time the
vertex was specified if lighting is disabled.
Flat and smooth shading are indistinguishable for points. Starting when
gl:'begin'/1 is issued and counting vertices and primitives from 1, the
GL gives each flat-shaded line segment i the computed color of vertex i+1, its
second vertex. Counting similarly from 1, the GL gives each flat-shaded
polygon the computed color of the vertex listed in the following table. This
is the last vertex to specify the polygon in all cases except single polygons,
where the first vertex specifies the flat-shaded color. Primitive Type of
Polygon i Vertex
Single polygon ( i== 1) 1
Triangle strip i+2
Triangle fan i+2
Independent triangle 3 i
Quad strip 2 i+2
Independent quad 4 i
Flat and smooth shading are specified by gl:shadeModel with Mode
set to ?GL_FLAT and ?GL_SMOOTH, respectively.
See external documentation.
Single polygon ( i== 1) 1
Triangle strip i+2
Triangle fan i+2
Independent triangle 3 i
Quad strip 2 i+2
Independent quad 4 i
Types:
Light = enum()
Pname = enum()
Param = float()
Set light source parameters
gl:light sets the values of individual light source parameters.
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.
To enable and disable lighting calculation, call gl:enable/1 and
gl:enable/1 with argument ?GL_LIGHTING. Lighting is initially
disabled. When it is enabled, light sources that are enabled contribute to the
lighting calculation. Light source i is enabled and disabled using
gl:enable/1 and gl:enable/1 with argument ?GL_LIGHT i.
The ten light parameters are as follows:
?GL_AMBIENT: Params contains four integer or floating-point values
that specify the ambient RGBA intensity of the light. Integer values are
mapped linearly such that the most positive representable value maps to 1.0,
and the most negative representable value maps to -1.0. Floating-point values
are mapped directly. Neither integer nor floating-point values are clamped.
The initial ambient light intensity is (0, 0, 0, 1).
?GL_DIFFUSE: Params contains four integer or floating-point values
that specify the diffuse RGBA intensity of the light. Integer values are
mapped linearly such that the most positive representable value maps to 1.0,
and the most negative representable value maps to -1.0. Floating-point values
are mapped directly. Neither integer nor floating-point values are clamped.
The initial value for ?GL_LIGHT0 is (1, 1, 1, 1); for other lights, the
initial value is (0, 0, 0, 1).
?GL_SPECULAR: Params contains four integer or floating-point
values that specify the specular RGBA intensity of the light. Integer values
are mapped linearly such that the most positive representable value maps to
1.0, and the most negative representable value maps to -1.0. Floating-point
values are mapped directly. Neither integer nor floating-point values are
clamped. The initial value for ?GL_LIGHT0 is (1, 1, 1, 1); for other
lights, the initial value is (0, 0, 0, 1).
?GL_POSITION: Params contains four integer or floating-point
values that specify the position of the light in homogeneous object
coordinates. Both integer and floating-point values are mapped directly.
Neither integer nor floating-point values are clamped.
The position is transformed by the modelview matrix when gl:light is
called (just as if it were a point), and it is stored in eye coordinates. If
the w component of the position is 0, the light is treated as a directional
source. Diffuse and specular lighting calculations take the light's direction,
but not its actual position, into account, and attenuation is disabled.
Otherwise, diffuse and specular lighting calculations are based on the actual
location of the light in eye coordinates, and attenuation is enabled. The
initial position is (0, 0, 1, 0); thus, the initial light source is
directional, parallel to, and in the direction of the -z axis.
?GL_SPOT_DIRECTION: Params contains three integer or
floating-point values that specify the direction of the light in homogeneous
object coordinates. Both integer and floating-point values are mapped
directly. Neither integer nor floating-point values are clamped.
The spot direction is transformed by the upper 3x3 of the modelview matrix when
gl:light is called, and it is stored in eye coordinates. It is
significant only when ?GL_SPOT_CUTOFF is not 180, which it is
initially. The initial direction is (0 0 -1).
?GL_SPOT_EXPONENT: Params is a single integer or floating-point
value that specifies the intensity distribution of the light. Integer and
floating-point values are mapped directly. Only values in the range [0 128]
are accepted.
Effective light intensity is attenuated by the cosine of the angle between the
direction of the light and the direction from the light to the vertex being
lighted, raised to the power of the spot exponent. Thus, higher spot exponents
result in a more focused light source, regardless of the spot cutoff angle
(see ?GL_SPOT_CUTOFF, next paragraph). The initial spot exponent is 0,
resulting in uniform light distribution.
?GL_SPOT_CUTOFF: Params is a single integer or floating-point
value that specifies the maximum spread angle of a light source. Integer and
floating-point values are mapped directly. Only values in the range [0 90] and
the special value 180 are accepted. If the angle between the direction of the
light and the direction from the light to the vertex being lighted is greater
than the spot cutoff angle, the light is completely masked. Otherwise, its
intensity is controlled by the spot exponent and the attenuation factors. The
initial spot cutoff is 180, resulting in uniform light distribution.
?GL_CONSTANT_ATTENUATION
?GL_LINEAR_ATTENUATION
?GL_QUADRATIC_ATTENUATION: Params is a single integer or
floating-point value that specifies one of the three light attenuation
factors. Integer and floating-point values are mapped directly. Only
nonnegative values are accepted. If the light is positional, rather than
directional, its intensity is attenuated by the reciprocal of the sum of the
constant factor, the linear factor times the distance between the light and
the vertex being lighted, and the quadratic factor times the square of the
same distance. The initial attenuation factors are (1, 0, 0), resulting in no
attenuation.
See external documentation.
Types:
Light = enum()
Pname = enum()
Param = integer()
See lightf/3
Types:
Light = enum()
Pname = enum()
Params = {float()}
See lightf/3
Types:
Light = enum()
Pname = enum()
Params = {integer()}
See lightf/3
Types:
Light = enum()
Pname = enum()
Return light source parameter values
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
dependent constant that is greater than or equal to eight. Pname
specifies one of ten light source parameters, again by symbolic name.
The following parameters are defined:
?GL_AMBIENT: Params returns four integer or floating-point values
representing the ambient intensity of the light source. Integer values, when
requested, are linearly mapped from the internal floating-point representation
such that 1.0 maps to the most positive representable integer value, and -1.0
maps to the most negative representable integer value. If the internal value
is outside the range [-1 1], the corresponding integer return value is
undefined. The initial value is (0, 0, 0, 1).
?GL_DIFFUSE: Params returns four integer or floating-point values
representing the diffuse intensity of the light source. Integer values, when
requested, are linearly mapped from the internal floating-point representation
such that 1.0 maps to the most positive representable integer value, and -1.0
maps to the most negative representable integer value. If the internal value
is outside the range [-1 1], the corresponding integer return value is
undefined. The initial value for ?GL_LIGHT0 is (1, 1, 1, 1); for other
lights, the initial value is (0, 0, 0, 0).
?GL_SPECULAR: Params returns four integer or floating-point values
representing the specular intensity of the light source. Integer values, when
requested, are linearly mapped from the internal floating-point representation
such that 1.0 maps to the most positive representable integer value, and -1.0
maps to the most negative representable integer value. If the internal value
is outside the range [-1 1], the corresponding integer return value is
undefined. The initial value for ?GL_LIGHT0 is (1, 1, 1, 1); for other
lights, the initial value is (0, 0, 0, 0).
?GL_POSITION: Params returns four integer or floating-point values
representing the position of the light source. Integer values, when requested,
are computed by rounding the internal floating-point values to the nearest
integer value. The returned values are those maintained in eye coordinates.
They will not be equal to the values specified using gl:lightf/3 ,
unless the modelview matrix was identity at the time gl:lightf/3 was
called. The initial value is (0, 0, 1, 0).
?GL_SPOT_DIRECTION: Params returns three integer or floating-point
values representing the direction of the light source. Integer values, when
requested, are computed by rounding the internal floating-point values to the
nearest integer value. The returned values are those maintained in eye
coordinates. They will not be equal to the values specified using
gl:lightf/3 , unless the modelview matrix was identity at the time
gl:lightf/3 was called. Although spot direction is normalized before
being used in the lighting equation, the returned values are the transformed
versions of the specified values prior to normalization. The initial value is
(0 0 -1).
?GL_SPOT_EXPONENT: Params returns a single integer or
floating-point value representing the spot exponent of the light. An integer
value, when requested, is computed by rounding the internal floating-point
representation to the nearest integer. The initial value is 0.
?GL_SPOT_CUTOFF: Params returns a single integer or floating-point
value representing the spot cutoff angle of the light. An integer value, when
requested, is computed by rounding the internal floating-point representation
to the nearest integer. The initial value is 180.
?GL_CONSTANT_ATTENUATION: Params returns a single integer or
floating-point value representing the constant (not distance-related)
attenuation of the light. An integer value, when requested, is computed by
rounding the internal floating-point representation to the nearest integer.
The initial value is 1.
?GL_LINEAR_ATTENUATION: Params returns a single integer or
floating-point value representing the linear attenuation of the light. An
integer value, when requested, is computed by rounding the internal
floating-point representation to the nearest integer. The initial value is 0.
?GL_QUADRATIC_ATTENUATION: Params returns a single integer or
floating-point value representing the quadratic attenuation of the light. An
integer value, when requested, is computed by rounding the internal
floating-point representation to the nearest integer. The initial value is 0.
See external documentation.
Types:
Light = enum()
Pname = enum()
See getLightfv/2
Types:
Pname = enum()
Param = float()
Set the lighting model parameters
gl:lightModel sets the lighting model parameter. Pname names a
parameter and Params gives the new value. There are three lighting
model parameters:
?GL_LIGHT_MODEL_AMBIENT: Params contains four integer or
floating-point values that specify the ambient RGBA intensity of the entire
scene. Integer values are mapped linearly such that the most positive
representable value maps to 1.0, and the most negative representable value
maps to -1.0. Floating-point values are mapped directly. Neither integer nor
floating-point values are clamped. The initial ambient scene intensity is
(0.2, 0.2, 0.2, 1.0).
?GL_LIGHT_MODEL_COLOR_CONTROL: Params must be either
?GL_SEPARATE_SPECULAR_COLOR or ?GL_SINGLE_COLOR.
?GL_SINGLE_COLOR specifies that a single color is generated from the
lighting computation for a vertex. ?GL_SEPARATE_SPECULAR_COLOR
specifies that the specular color computation of lighting be stored separately
from the remainder of the lighting computation. The specular color is summed
into the generated fragment's color after the application of texture mapping
(if enabled). The initial value is ?GL_SINGLE_COLOR.
?GL_LIGHT_MODEL_LOCAL_VIEWER: Params is a single integer or
floating-point value that specifies how specular reflection angles are
computed. If Params is 0 (or 0.0), specular reflection angles take the
view direction to be parallel to and in the direction of the - z axis,
regardless of the location of the vertex in eye coordinates. Otherwise,
specular reflections are computed from the origin of the eye coordinate
system. The initial value is 0.
?GL_LIGHT_MODEL_TWO_SIDE: Params is a single integer or
floating-point value that specifies whether one- or two-sided lighting
calculations are done for polygons. It has no effect on the lighting
calculations for points, lines, or bitmaps. If Params is 0 (or 0.0),
one-sided lighting is specified, and only the front material parameters
are used in the lighting equation. Otherwise, two-sided lighting is specified.
In this case, vertices of back-facing polygons are lighted using the
back material parameters and have their normals reversed before the
lighting equation is evaluated. Vertices of front-facing polygons are always
lighted using the front material parameters, with no change to their
normals. The initial value is 0.
In RGBA mode, the lighted color of a vertex is the sum of the material emission
intensity, the product of the material ambient reflectance and the lighting
model full-scene ambient intensity, and the contribution of each enabled light
source. Each light source contributes the sum of three terms: ambient,
diffuse, and specular. The ambient light source contribution is the product of
the material ambient reflectance and the light's ambient intensity. The
diffuse light source contribution is the product of the material diffuse
reflectance, the light's diffuse intensity, and the dot product of the
vertex's normal with the normalized vector from the vertex to the light
source. The specular light source contribution is the product of the material
specular reflectance, the light's specular intensity, and the dot product of
the normalized vertex-to-eye and vertex-to-light vectors, raised to the power
of the shininess of the material. All three light source contributions are
attenuated equally based on the distance from the vertex to the light source
and on light source direction, spread exponent, and spread cutoff angle. All
dot products are replaced with 0 if they evaluate to a negative value.
The alpha component of the resulting lighted color is set to the alpha value of
the material diffuse reflectance.
In color index mode, the value of the lighted index of a vertex ranges from the
ambient to the specular values passed to gl:materialf/3 using
?GL_COLOR_INDEXES. Diffuse and specular coefficients, computed with a
(.30, .59, .11) weighting of the lights' colors, the shininess of the
material, and the same reflection and attenuation equations as in the RGBA
case, determine how much above ambient the resulting index is.
See external documentation.
Types:
Pname = enum()
Param = integer()
See lightModelf/2
Types:
Pname = enum()
Params = {float()}
See lightModelf/2
Types:
Pname = enum()
Params = {integer()}
See lightModelf/2
Types:
Face = enum()
Pname = enum()
Param = float()
Specify material parameters for the lighting model
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:lightModelf/2
reference page for details concerning one- and two-sided lighting
calculations.
gl:material takes three arguments. The first, Face , specifies
whether the ?GL_FRONT materials, the ?GL_BACK materials, or both
?GL_FRONT_AND_BACK materials will be modified. The second, Pname
, specifies which of several parameters in one or both sets will be modified.
The third, Params , specifies what value or values will be assigned to
the specified parameter.
Material parameters are used in the lighting equation that is optionally applied
to each vertex. The equation is discussed in the gl:lightModelf/2
reference page. The parameters that can be specified using gl:material,
and their interpretations by the lighting equation, are as follows:
?GL_AMBIENT: Params contains four integer or floating-point values
that specify the ambient RGBA reflectance of the material. Integer values are
mapped linearly such that the most positive representable value maps to 1.0,
and the most negative representable value maps to -1.0. Floating-point values
are mapped directly. Neither integer nor floating-point values are clamped.
The initial ambient reflectance for both front- and back-facing materials is
(0.2, 0.2, 0.2, 1.0).
?GL_DIFFUSE: Params contains four integer or floating-point values
that specify the diffuse RGBA reflectance of the material. Integer values are
mapped linearly such that the most positive representable value maps to 1.0,
and the most negative representable value maps to -1.0. Floating-point values
are mapped directly. Neither integer nor floating-point values are clamped.
The initial diffuse reflectance for both front- and back-facing materials is
(0.8, 0.8, 0.8, 1.0).
?GL_SPECULAR: Params contains four integer or floating-point
values that specify the specular RGBA reflectance of the material. Integer
values are mapped linearly such that the most positive representable value
maps to 1.0, and the most negative representable value maps to -1.0.
Floating-point values are mapped directly. Neither integer nor floating-point
values are clamped. The initial specular reflectance for both front- and
back-facing materials is (0, 0, 0, 1).
?GL_EMISSION: Params contains four integer or floating-point
values that specify the RGBA emitted light intensity of the material. Integer
values are mapped linearly such that the most positive representable value
maps to 1.0, and the most negative representable value maps to -1.0.
Floating-point values are mapped directly. Neither integer nor floating-point
values are clamped. The initial emission intensity for both front- and
back-facing materials is (0, 0, 0, 1).
?GL_SHININESS: Params is a single integer or floating-point value
that specifies the RGBA specular exponent of the material. Integer and
floating-point values are mapped directly. Only values in the range [0 128]
are accepted. The initial specular exponent for both front- and back-facing
materials is 0.
?GL_AMBIENT_AND_DIFFUSE: Equivalent to calling gl:material twice
with the same parameter values, once with ?GL_AMBIENT and once with
?GL_DIFFUSE.
?GL_COLOR_INDEXES: Params contains three integer or floating-point
values specifying the color indices for ambient, diffuse, and specular
lighting. These three values, and ?GL_SHININESS, are the only material
values used by the color index mode lighting equation. Refer to the
gl:lightModelf/2 reference page for a discussion of color index
lighting.
See external documentation.
Types:
Face = enum()
Pname = enum()
Param = integer()
See materialf/3
Types:
Face = enum()
Pname = enum()
Params = {float()}
See materialf/3
Types:
Face = enum()
Pname = enum()
Params = {integer()}
See materialf/3
Types:
Face = enum()
Pname = enum()
Return material parameters
gl:getMaterial returns in Params the value or values of parameter
Pname of material Face . Six parameters are defined:
?GL_AMBIENT: Params returns four integer or floating-point values
representing the ambient reflectance of the material. Integer values, when
requested, are linearly mapped from the internal floating-point representation
such that 1.0 maps to the most positive representable integer value, and -1.0
maps to the most negative representable integer value. If the internal value
is outside the range [-1 1], the corresponding integer return value is
undefined. The initial value is (0.2, 0.2, 0.2, 1.0)
?GL_DIFFUSE: Params returns four integer or floating-point values
representing the diffuse reflectance of the material. Integer values, when
requested, are linearly mapped from the internal floating-point representation
such that 1.0 maps to the most positive representable integer value, and -1.0
maps to the most negative representable integer value. If the internal value
is outside the range [-1 1], the corresponding integer return value is
undefined. The initial value is (0.8, 0.8, 0.8, 1.0).
?GL_SPECULAR: Params returns four integer or floating-point values
representing the specular reflectance of the material. Integer values, when
requested, are linearly mapped from the internal floating-point representation
such that 1.0 maps to the most positive representable integer value, and -1.0
maps to the most negative representable integer value. If the internal value
is outside the range [-1 1], the corresponding integer return value is
undefined. The initial value is (0, 0, 0, 1).
?GL_EMISSION: Params returns four integer or floating-point values
representing the emitted light intensity of the material. Integer values, when
requested, are linearly mapped from the internal floating-point representation
such that 1.0 maps to the most positive representable integer value, and -1.0
maps to the most negative representable integer value. If the internal value
is outside the range [-1 1], the corresponding integer return value is
undefined. The initial value is (0, 0, 0, 1).
?GL_SHININESS: Params returns one integer or floating-point value
representing the specular exponent of the material. Integer values, when
requested, are computed by rounding the internal floating-point value to the
nearest integer value. The initial value is 0.
?GL_COLOR_INDEXES: Params returns three integer or floating-point
values representing the ambient, diffuse, and specular indices of the
material. These indices are used only for color index lighting. (All the other
parameters are used only for RGBA lighting.) Integer values, when requested,
are computed by rounding the internal floating-point values to the nearest
integer values.
See external documentation.
Types:
Face = enum()
Pname = enum()
See getMaterialfv/2
Types:
Face = enum()
Mode = enum()
Cause a material color to track the current color
gl:colorMaterial specifies which material parameters track the current
color. When ?GL_COLOR_MATERIAL is enabled, the material parameter or
parameters specified by Mode , of the material or materials specified
by Face , track the current color at all times.
To enable and disable ?GL_COLOR_MATERIAL, call gl:enable/1 and
gl:enable/1 with argument ?GL_COLOR_MATERIAL.
?GL_COLOR_MATERIAL is initially disabled.
See external documentation.
Types:
Xfactor = float()
Yfactor = float()
Specify the pixel zoom factors
gl:pixelZoom 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 pixels whose centers are in the rectangle
with corners at
( xr+n. xfactor, yr+m. yfactor)
( xr+(n+1). xfactor, yr+(m+1). yfactor)
are candidates for replacement. Any pixel whose center lies on the bottom or
left edge of this rectangular region is also modified.
Pixel zoom factors are not limited to positive values. Negative zoom factors
reflect the resulting image about the current raster position.
See external documentation.
Types:
Pname = enum()
Param = float()
Set pixel storage modes
gl:pixelStore sets pixel storage modes that affect the operation of
subsequent gl:readPixels/7 as well as the unpacking of texture patterns
(see gl:texImage1D/8 , gl:texImage2D/9 , gl:texImage3D/10
, gl:texSubImage1D/7 , gl:texSubImage1D/7 ,
gl:texSubImage1D/7 ), gl:compressedTexImage1D/7 ,
gl:compressedTexImage2D/8 , gl:compressedTexImage3D/9 ,
gl:compressedTexSubImage1D/7 , gl:compressedTexSubImage2D/9 or
gl:compressedTexSubImage1D/7 .
Pname is a symbolic constant indicating the parameter to be set, and
Param is the new value. Six of the twelve storage parameters affect how
pixel data is returned to client memory. They are as follows:
?GL_PACK_SWAP_BYTES: If true, byte ordering for multibyte color
components, depth components, or stencil indices is reversed. That is, if a
four-byte component consists of bytes b 0, b 1, b 2, b 3, it is stored in
memory as b 3, b 2, b 1, b 0 if ?GL_PACK_SWAP_BYTES is true.
?GL_PACK_SWAP_BYTES has no effect on the memory order of components
within a pixel, only on the order of bytes within components or indices. For
example, the three components of a ?GL_RGB format pixel are always
stored with red first, green second, and blue third, regardless of the value
of ?GL_PACK_SWAP_BYTES.
?GL_PACK_LSB_FIRST: If true, bits are ordered within a byte from least
significant to most significant; otherwise, the first bit in each byte is the
most significant one.
?GL_PACK_ROW_LENGTH: If greater than 0, ?GL_PACK_ROW_LENGTH
defines the number of pixels in a row. If the first pixel of a row is placed
at location p in memory, then the location of the first pixel of the next row
is obtained by skipping
k={n l(a/s) |(s n l)/a| s>= a s< a)
components or indices, where n is the number of components or indices in a
pixel, l is the number of pixels in a row ( ?GL_PACK_ROW_LENGTH if it
is greater than 0, the width argument to the pixel routine otherwise), a is
the value of ?GL_PACK_ALIGNMENT , and s is the size, in bytes, of a
single component (if a< s, then it is as if a= s). In the case of 1-bit
values, the location of the next row is obtained by skipping
k= 8 a |(n l)/(8 a)|
components or indices.
The word component in this description refers to the nonindex values red,
green, blue, alpha, and depth. Storage format ?GL_RGB, for example, has
three components per pixel: first red, then green, and finally blue.
?GL_PACK_IMAGE_HEIGHT: If greater than 0, ?GL_PACK_IMAGE_HEIGHT
defines the number of pixels in an image three-dimensional texture volume,
where image is defined by all pixels sharing the same third dimension
index. If the first pixel of a row is placed at location p in memory, then the
location of the first pixel of the next row is obtained by skipping
k={n l h(a/s) |(s n l h)/a| s>= a s< a)
components or indices, where n is the number of components or indices in a
pixel, l is the number of pixels in a row ( ?GL_PACK_ROW_LENGTH if it
is greater than 0, the width argument to gl:texImage3D/10 otherwise), h
is the number of rows in a pixel image ( ?GL_PACK_IMAGE_HEIGHT if it is
greater than 0, the height argument to the gl:texImage3D/10 routine
otherwise), a is the value of ?GL_PACK_ALIGNMENT , and s is the size,
in bytes, of a single component (if a< s, then it is as if a= s).
The word component in this description refers to the nonindex values red,
green, blue, alpha, and depth. Storage format ?GL_RGB, for example, has
three components per pixel: first red, then green, and finally blue.
?GL_PACK_SKIP_PIXELS, ?GL_PACK_SKIP_ROWS, and
?GL_PACK_SKIP_IMAGES
These values are provided as a convenience to the programmer; they provide no
functionality that cannot be duplicated simply by incrementing the pointer
passed to gl:readPixels/7 . Setting ?GL_PACK_SKIP_PIXELS to i is
equivalent to incrementing the pointer by i n components or indices, where n
is the number of components or indices in each pixel. Setting
?GL_PACK_SKIP_ROWS to j is equivalent to incrementing the pointer by j
m components or indices, where m is the number of components or indices per
row, as just computed in the ?GL_PACK_ROW_LENGTH section. Setting
?GL_PACK_SKIP_IMAGES to k is equivalent to incrementing the pointer by
k p, where p is the number of components or indices per image, as computed in
the ?GL_PACK_IMAGE_HEIGHT section.
?GL_PACK_ALIGNMENT: Specifies the alignment requirements for the start of
each pixel row in memory. The allowable values are 1 (byte-alignment), 2 (rows
aligned to even-numbered bytes), 4 (word-alignment), and 8 (rows start on
double-word boundaries).
The other six of the twelve storage parameters affect how pixel data is read
from client memory. These values are significant for gl:texImage1D/8 ,
gl:texImage2D/9 , gl:texImage3D/10 , gl:texSubImage1D/7 ,
gl:texSubImage1D/7 , and gl:texSubImage1D/7
They are as follows:
?GL_UNPACK_SWAP_BYTES: If true, byte ordering for multibyte color
components, depth components, or stencil indices is reversed. That is, if a
four-byte component consists of bytes b 0, b 1, b 2, b 3, it is taken from
memory as b 3, b 2, b 1, b 0 if ?GL_UNPACK_SWAP_BYTES is true.
?GL_UNPACK_SWAP_BYTES has no effect on the memory order of components
within a pixel, only on the order of bytes within components or indices. For
example, the three components of a ?GL_RGB format pixel are always
stored with red first, green second, and blue third, regardless of the value
of ?GL_UNPACK_SWAP_BYTES.
?GL_UNPACK_LSB_FIRST: If true, bits are ordered within a byte from least
significant to most significant; otherwise, the first bit in each byte is the
most significant one.
?GL_UNPACK_ROW_LENGTH: If greater than 0, ?GL_UNPACK_ROW_LENGTH
defines the number of pixels in a row. If the first pixel of a row is placed
at location p in memory, then the location of the first pixel of the next row
is obtained by skipping
k={n l(a/s) |(s n l)/a| s>= a s< a)
components or indices, where n is the number of components or indices in a
pixel, l is the number of pixels in a row ( ?GL_UNPACK_ROW_LENGTH if it
is greater than 0, the width argument to the pixel routine otherwise), a is
the value of ?GL_UNPACK_ALIGNMENT , and s is the size, in bytes, of a
single component (if a< s, then it is as if a= s). In the case of 1-bit
values, the location of the next row is obtained by skipping
k= 8 a |(n l)/(8 a)|
components or indices.
The word component in this description refers to the nonindex values red,
green, blue, alpha, and depth. Storage format ?GL_RGB, for example, has
three components per pixel: first red, then green, and finally blue.
?GL_UNPACK_IMAGE_HEIGHT: If greater than 0,
?GL_UNPACK_IMAGE_HEIGHT defines the number of pixels in an image of a
three-dimensional texture volume. Where image is defined by all pixel
sharing the same third dimension index. If the first pixel of a row is placed
at location p in memory, then the location of the first pixel of the next row
is obtained by skipping
k={n l h(a/s) |(s n l h)/a| s>= a s< a)
components or indices, where n is the number of components or indices in a
pixel, l is the number of pixels in a row ( ?GL_UNPACK_ROW_LENGTH if it
is greater than 0, the width argument to gl:texImage3D/10 otherwise), h
is the number of rows in an image ( ?GL_UNPACK_IMAGE_HEIGHT if it is
greater than 0, the height argument to gl:texImage3D/10 otherwise), a
is the value of ?GL_UNPACK_ALIGNMENT, and s is the size, in bytes, of a
single component (if a< s, then it is as if a= s).
The word component in this description refers to the nonindex values red,
green, blue, alpha, and depth. Storage format ?GL_RGB, for example, has
three components per pixel: first red, then green, and finally blue.
?GL_UNPACK_SKIP_PIXELS and ?GL_UNPACK_SKIP_ROWS
These values are provided as a convenience to the programmer; they provide no
functionality that cannot be duplicated by incrementing the pointer passed to
gl:texImage1D/8 , gl:texImage2D/9 , gl:texSubImage1D/7 or
gl:texSubImage1D/7 . Setting ?GL_UNPACK_SKIP_PIXELS to i is
equivalent to incrementing the pointer by i n components or indices, where n
is the number of components or indices in each pixel. Setting
?GL_UNPACK_SKIP_ROWS to j is equivalent to incrementing the pointer by
j k components or indices, where k is the number of components or indices per
row, as just computed in the ?GL_UNPACK_ROW_LENGTH section.
?GL_UNPACK_ALIGNMENT: Specifies the alignment requirements for the start
of each pixel row in memory. The allowable values are 1 (byte-alignment), 2
(rows aligned to even-numbered bytes), 4 (word-alignment), and 8 (rows start
on double-word boundaries).
The following table gives the type, initial value, and range of valid values for
each storage parameter that can be set with
gl:pixelStore.PnameTypeInitial ValueValid
Range
?GL_PACK_SWAP_BYTES boolean false true or false
?GL_PACK_LSB_FIRST boolean false true or false
?GL_PACK_ROW_LENGTH integer 0 [0)
?GL_PACK_IMAGE_HEIGHT integer 0 [0)
?GL_PACK_SKIP_ROWS integer 0 [0)
?GL_PACK_SKIP_PIXELS integer 0 [0)
?GL_PACK_SKIP_IMAGES integer 0 [0)
?GL_PACK_ALIGNMENT integer 4 1, 2, 4, or 8
?GL_UNPACK_SWAP_BYTES boolean false true or false
?GL_UNPACK_LSB_FIRST boolean false true or false
?GL_UNPACK_ROW_LENGTH integer 0 [0)
?GL_UNPACK_IMAGE_HEIGHT integer 0 [0)
?GL_UNPACK_SKIP_ROWS integer 0 [0)
?GL_UNPACK_SKIP_PIXELS integer 0 [0)
?GL_UNPACK_SKIP_IMAGES integer 0 [0)
?GL_UNPACK_ALIGNMENT integer 4 1, 2, 4, or 8
gl:pixelStoref can be used to set any pixel store parameter. If the
parameter type is boolean, then if Param is 0, the parameter is false;
otherwise it is set to true. If Pname is a integer type parameter,
Param is rounded to the nearest integer.
Likewise, gl:pixelStorei can also be used to set any of the pixel store
parameters. Boolean parameters are set to false if Param is 0 and true
otherwise.
See external documentation.
Types:
Pname = enum()
Param = integer()
See pixelStoref/2
Types:
Pname = enum()
Param = float()
Set pixel transfer modes
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:copyTexSubImage2D/8 , gl:copyTexSubImage3D/9 ,
gl:drawPixels/5 , gl:readPixels/7 , gl:texImage1D/8 ,
gl:texImage2D/9 , gl:texImage3D/10 , gl:texSubImage1D/7 ,
gl:texSubImage1D/7 , and gl:texSubImage1D/7 commands.
Additionally, if the ARB_imaging subset is supported, the routines
gl:colorTable/6 , gl:colorSubTable/6 ,
gl:convolutionFilter1D/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:copyPixels/5 gl:copyTexImage1D/7 , gl:copyTexImage2D/8
, gl:copyTexSubImage1D/6 , gl:copyTexSubImage2D/8 ,
gl:copyTexSubImage3D/9 , and gl:readPixels/7 ), or unpacked from
client memory ( gl:drawPixels/5 , gl:texImage1D/8 ,
gl:texImage2D/9 , gl:texImage3D/10 , gl:texSubImage1D/7 ,
gl:texSubImage1D/7 , and gl:texSubImage1D/7 ). 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:pixelStoref/2 ) control the unpacking of pixels being read from
client memory and the packing of pixels being written back into client memory.
Pixel transfer operations handle four fundamental pixel types: color,
color index , depth, and stencil. Color pixels
consist of four floating-point values with unspecified mantissa and exponent
sizes, scaled such that 0 represents zero intensity and 1 represents full
intensity. Color indices comprise a single fixed-point value, with
unspecified precision to the right of the binary point. Depth pixels
comprise a single floating-point value, with unspecified mantissa and exponent
sizes, scaled such that 0.0 represents the minimum depth buffer value, and 1.0
represents the maximum depth buffer value. Finally, stencil pixels
comprise a single fixed-point value, with unspecified precision to the right
of the binary point.
The pixel transfer operations performed on the four basic pixel types are as
follows:
Color: Each of the four color components is multiplied by a scale factor,
then added to a bias factor. That is, the red component is multiplied by
?GL_RED_SCALE, then added to ?GL_RED_BIAS; the green component
is multiplied by ?GL_GREEN_SCALE , then added to ?GL_GREEN_BIAS;
the blue component is multiplied by ?GL_BLUE_SCALE , then added to
?GL_BLUE_BIAS; and the alpha component is multiplied by
?GL_ALPHA_SCALE , then added to ?GL_ALPHA_BIAS. After all four
color components are scaled and biased, each is clamped to the range [0 1].
All color, scale, and bias values are specified with gl:pixelTransfer.
If ?GL_MAP_COLOR is true, each color component is scaled by the size of
the corresponding color-to-color map, then replaced by the contents of that
map indexed by the scaled component. That is, the red component is scaled by
?GL_PIXEL_MAP_R_TO_R_SIZE, then replaced by the contents of
?GL_PIXEL_MAP_R_TO_R indexed by itself. The green component is scaled
by ?GL_PIXEL_MAP_G_TO_G_SIZE, then replaced by the contents of
?GL_PIXEL_MAP_G_TO_G indexed by itself. The blue component is scaled by
?GL_PIXEL_MAP_B_TO_B_SIZE, then replaced by the contents of
?GL_PIXEL_MAP_B_TO_B indexed by itself. And the alpha component is
scaled by ?GL_PIXEL_MAP_A_TO_A_SIZE, then replaced by the contents of
?GL_PIXEL_MAP_A_TO_A indexed by itself. All components taken from the
maps are then clamped to the range [0 1]. ?GL_MAP_COLOR is specified
with gl:pixelTransfer. The contents of the various maps are specified
with gl:pixelMapfv/3 .
If the ARB_imaging extension is supported, each of the four color components may
be scaled and biased after transformation by the color matrix. That is, the
red component is multiplied by ?GL_POST_COLOR_MATRIX_RED_SCALE, then
added to ?GL_POST_COLOR_MATRIX_RED_BIAS ; the green component is
multiplied by ?GL_POST_COLOR_MATRIX_GREEN_SCALE, then added to
?GL_POST_COLOR_MATRIX_GREEN_BIAS; the blue component is multiplied by
?GL_POST_COLOR_MATRIX_BLUE_SCALE , then added to
?GL_POST_COLOR_MATRIX_BLUE_BIAS; and the alpha component is multiplied
by ?GL_POST_COLOR_MATRIX_ALPHA_SCALE, then added to
?GL_POST_COLOR_MATRIX_ALPHA_BIAS . After all four color components are
scaled and biased, each is clamped to the range [0 1].
Similarly, if the ARB_imaging extension is supported, each of the four color
components may be scaled and biased after processing by the enabled
convolution filter. That is, the red component is multiplied by
?GL_POST_CONVOLUTION_RED_SCALE, then added to
?GL_POST_CONVOLUTION_RED_BIAS ; the green component is multiplied by
?GL_POST_CONVOLUTION_GREEN_SCALE, then added to
?GL_POST_CONVOLUTION_GREEN_BIAS; the blue component is multiplied by
?GL_POST_CONVOLUTION_BLUE_SCALE , then added to
?GL_POST_CONVOLUTION_BLUE_BIAS; and the alpha component is multiplied
by ?GL_POST_CONVOLUTION_ALPHA_SCALE, then added to
?GL_POST_CONVOLUTION_ALPHA_BIAS . After all four color components are
scaled and biased, each is clamped to the range [0 1].
Color index: Each color index is shifted left by ?GL_INDEX_SHIFT
bits; any bits beyond the number of fraction bits carried by the fixed-point
index are filled with zeros. If ?GL_INDEX_SHIFT is negative, the shift
is to the right, again zero filled. Then ?GL_INDEX_OFFSET is added to
the index. ?GL_INDEX_SHIFT and ?GL_INDEX_OFFSET are specified
with gl:pixelTransfer.
From this point, operation diverges depending on the required format of the
resulting pixels. If the resulting pixels are to be written to a color index
buffer, or if they are being read back to client memory in
?GL_COLOR_INDEX format, the pixels continue to be treated as indices.
If ?GL_MAP_COLOR is true, each index is masked by 2 n-1 , where n is
?GL_PIXEL_MAP_I_TO_I_SIZE, then replaced by the contents of
?GL_PIXEL_MAP_I_TO_I indexed by the masked value. ?GL_MAP_COLOR
is specified with gl:pixelTransfer . The contents of the index map is
specified with gl:pixelMapfv/3 .
If the resulting pixels are to be written to an RGBA color buffer, or if they
are read back to client memory in a format other than ?GL_COLOR_INDEX,
the pixels are converted from indices to colors by referencing the four maps
?GL_PIXEL_MAP_I_TO_R, ?GL_PIXEL_MAP_I_TO_G ,
?GL_PIXEL_MAP_I_TO_B, and ?GL_PIXEL_MAP_I_TO_A. Before being
dereferenced, the index is masked by 2 n-1, where n is
?GL_PIXEL_MAP_I_TO_R_SIZE for the red map,
?GL_PIXEL_MAP_I_TO_G_SIZE for the green map,
?GL_PIXEL_MAP_I_TO_B_SIZE for the blue map, and
?GL_PIXEL_MAP_I_TO_A_SIZE for the alpha map. All components taken from
the maps are then clamped to the range [0 1]. The contents of the four maps is
specified with gl:pixelMapfv/3 .
Depth: Each depth value is multiplied by ?GL_DEPTH_SCALE, added to
?GL_DEPTH_BIAS , then clamped to the range [0 1].
Stencil: Each index is shifted ?GL_INDEX_SHIFT bits just as a
color index is, then added to ?GL_INDEX_OFFSET. If
?GL_MAP_STENCIL is true, each index is masked by 2 n-1, where n is
?GL_PIXEL_MAP_S_TO_S_SIZE, then replaced by the contents of
?GL_PIXEL_MAP_S_TO_S indexed by the masked value.
The following table gives the type, initial value, and range of valid values for
each of the pixel transfer parameters that are set with
gl:pixelTransfer. PnameTypeInitial ValueValid
Range
?GL_MAP_COLOR boolean false true/false
?GL_MAP_STENCIL boolean false true/false
?GL_INDEX_SHIFT integer 0 (-)
?GL_INDEX_OFFSET integer 0 (-)
?GL_RED_SCALE float 1 (-)
?GL_GREEN_SCALE float 1 (-)
?GL_BLUE_SCALE float 1 (-)
?GL_ALPHA_SCALE float 1 (-)
?GL_DEPTH_SCALE float 1 (-)
?GL_RED_BIAS float 0 (-)
?GL_GREEN_BIAS float 0 (-)
?GL_BLUE_BIAS float 0 (-)
?GL_ALPHA_BIAS float 0 (-)
?GL_DEPTH_BIAS float 0 (-)
?GL_POST_COLOR_MATRIX_RED_SCALE float 1 (-)
?GL_POST_COLOR_MATRIX_GREEN_SCALE float 1 (-)
?GL_POST_COLOR_MATRIX_BLUE_SCALE float 1 (-)
?GL_POST_COLOR_MATRIX_ALPHA_SCALE float 1 (-)
?GL_POST_COLOR_MATRIX_RED_BIAS float 0 (-)
?GL_POST_COLOR_MATRIX_GREEN_BIAS float 0 (-)
?GL_POST_COLOR_MATRIX_BLUE_BIAS float 0 (-)
?GL_POST_COLOR_MATRIX_ALPHA_BIAS float 0 (-)
?GL_POST_CONVOLUTION_RED_SCALE float 1 (-)
?GL_POST_CONVOLUTION_GREEN_SCALE float 1 (-)
?GL_POST_CONVOLUTION_BLUE_SCALE float 1 (-)
?GL_POST_CONVOLUTION_ALPHA_SCALE float 1 (-)
?GL_POST_CONVOLUTION_RED_BIAS float 0 (-)
?GL_POST_CONVOLUTION_GREEN_BIAS float 0 (-)
?GL_POST_CONVOLUTION_BLUE_BIAS float 0 (-)
?GL_POST_CONVOLUTION_ALPHA_BIAS float 0 (-)
gl:pixelTransferf can be used to set any pixel transfer parameter. If the
parameter type is boolean, 0 implies false and any other value implies true.
If Pname is an integer parameter, Param is rounded to the
nearest integer.
Likewise, gl:pixelTransferi can be used to set any of the pixel transfer
parameters. Boolean parameters are set to false if Param is 0 and to
true otherwise. Param is converted to floating point before being
assigned to real-valued parameters.
See external documentation.
Types:
Pname = enum()
Param = integer()
See pixelTransferf/2
Types:
Map = enum()
Mapsize = integer()
Values = binary()
Set up pixel transfer maps
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:copyTexSubImage3D/9 ,
gl:drawPixels/5 , gl:readPixels/7 , gl:texImage1D/8 ,
gl:texImage2D/9 , gl:texImage3D/10 , gl:texSubImage1D/7 ,
gl:texSubImage1D/7 , and gl:texSubImage1D/7 . Additionally, if
the ARB_imaging subset is supported, the routines gl:colorTable/6 ,
gl:colorSubTable/6 , gl:convolutionFilter1D/6 ,
gl:convolutionFilter2D/7 , gl:histogram/4 , gl:minmax/3 ,
and gl:separableFilter2D/8 . Use of these maps is described completely
in the gl:pixelTransferf/2 reference page, and partly in the reference
pages for the pixel and texture image commands. Only the specification of the
maps is described in this reference page.
Map is a symbolic map name, indicating one of ten maps to set.
Mapsize specifies the number of entries in the map, and Values
is a pointer to an array of Mapsize map values.
If a non-zero named buffer object is bound to the ?GL_PIXEL_UNPACK_BUFFER
target (see gl:bindBuffer/2 ) while a pixel transfer map is specified,
Values is treated as a byte offset into the buffer object's data store.
The ten maps are as follows:
?GL_PIXEL_MAP_I_TO_I: Maps color indices to color indices.
?GL_PIXEL_MAP_S_TO_S: Maps stencil indices to stencil indices.
?GL_PIXEL_MAP_I_TO_R: Maps color indices to red components.
?GL_PIXEL_MAP_I_TO_G: Maps color indices to green components.
?GL_PIXEL_MAP_I_TO_B: Maps color indices to blue components.
?GL_PIXEL_MAP_I_TO_A: Maps color indices to alpha components.
?GL_PIXEL_MAP_R_TO_R: Maps red components to red components.
?GL_PIXEL_MAP_G_TO_G: Maps green components to green components.
?GL_PIXEL_MAP_B_TO_B: Maps blue components to blue components.
?GL_PIXEL_MAP_A_TO_A: Maps alpha components to alpha components.
The entries in a map can be specified as single-precision floating-point
numbers, unsigned short integers, or unsigned int integers. Maps that store
color component values (all but ?GL_PIXEL_MAP_I_TO_I and
?GL_PIXEL_MAP_S_TO_S) retain their values in floating-point format,
with unspecified mantissa and exponent sizes. Floating-point values specified
by gl:pixelMapfv are converted directly to the internal floating-point
format of these maps, then clamped to the range [0,1]. Unsigned integer values
specified by gl:pixelMapusv and gl:pixelMapuiv are converted
linearly such that the largest representable integer maps to 1.0, and 0 maps
to 0.0.
Maps that store indices, ?GL_PIXEL_MAP_I_TO_I and
?GL_PIXEL_MAP_S_TO_S, retain their values in fixed-point format, with
an unspecified number of bits to the right of the binary point. Floating-point
values specified by gl:pixelMapfv are converted directly to the
internal fixed-point format of these maps. Unsigned integer values specified
by gl:pixelMapusv and gl:pixelMapuiv specify integer values,
with all 0's to the right of the binary point.
The following table shows the initial sizes and values for each of the maps.
Maps that are indexed by either color or stencil indices must have
Mapsize = 2 n for some n or the results are undefined. The maximum
allowable size for each map depends on the implementation and can be
determined by calling gl:getBooleanv/1 with argument
?GL_MAX_PIXEL_MAP_TABLE . The single maximum applies to all maps; it is
at least 32. MapLookup IndexLookup ValueInitial
Size Initial Value
?GL_PIXEL_MAP_I_TO_I color index color index 1 0
?GL_PIXEL_MAP_S_TO_S stencil index stencil index 1 0
?GL_PIXEL_MAP_I_TO_R color index R 1 0
?GL_PIXEL_MAP_I_TO_G color index G 1 0
?GL_PIXEL_MAP_I_TO_B color index B 1 0
?GL_PIXEL_MAP_I_TO_A color index A 1 0
?GL_PIXEL_MAP_R_TO_R R R 1 0
?GL_PIXEL_MAP_G_TO_G G G 1 0
?GL_PIXEL_MAP_B_TO_B B B 1 0
?GL_PIXEL_MAP_A_TO_A A A 1 0
See external documentation.
Types:
Map = enum()
Mapsize = integer()
Values = binary()
See pixelMapfv/3
Types:
Map = enum()
Mapsize = integer()
Values = binary()
See pixelMapfv/3
Types:
Map = enum()
Values = mem()
Return the specified pixel map
See the gl:pixelMapfv/3 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:texImage2D/9 , gl:texImage3D/10 , gl:texSubImage1D/7 ,
gl:texSubImage1D/7 , gl:texSubImage1D/7 ,
gl:copyTexImage1D/7 , gl:copyTexImage2D/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.
If a non-zero named buffer object is bound to the ?GL_PIXEL_PACK_BUFFER
target (see gl:bindBuffer/2 ) while a pixel map is requested,
Data is treated as a byte offset into the buffer object's data store.
Unsigned integer values, if requested, are linearly mapped from the internal
fixed or floating-point representation such that 1.0 maps to the largest
representable integer value, and 0.0 maps to 0. Return unsigned integer values
are undefined if the map value was not in the range [0,1].
To determine the required size of Map , call gl:getBooleanv/1 with
the appropriate symbolic constant.
See external documentation.
Types:
Map = enum()
Values = mem()
See getPixelMapfv/2
Types:
Map = enum()
Values = mem()
See getPixelMapfv/2
Types:
Width = integer()
Height = integer()
Xorig = float()
Yorig = float()
Xmove = float()
Ymove = float()
Bitmap = offset() | mem()
Draw a bitmap
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.
gl:bitmap takes seven arguments. The first pair specifies the width and
height of the bitmap image. The second pair specifies the location of the
bitmap origin relative to the lower left corner of the bitmap image. The third
pair of arguments specifies x and y offsets to be added to the
current raster position after the bitmap has been drawn. The final argument is
a pointer to the bitmap image itself.
If a non-zero named buffer object is bound to the ?GL_PIXEL_UNPACK_BUFFER
target (see gl:bindBuffer/2 ) while a bitmap image is specified,
Bitmap is treated as a byte offset into the buffer object's data store.
The bitmap image is interpreted like image data for the gl:drawPixels/5
command, with Width and Height corresponding to the width and
height arguments of that command, and with type set to
?GL_BITMAP and format set to ?GL_COLOR_INDEX . Modes
specified using gl:pixelStoref/2 affect the interpretation of bitmap
image data; modes specified using gl:pixelTransferf/2 do not.
If the current raster position is invalid, gl:bitmap is ignored.
Otherwise, the lower left corner of the bitmap image is positioned at the
window coordinates
x w=|x r-x o|
y w=|y r-y o|
where (x r y r) is the raster position and (x o y o) is the bitmap origin.
Fragments are then generated for each pixel corresponding to a 1 (one) in the
bitmap image. These fragments are generated using the current raster z
coordinate, color or color index, and current raster texture coordinates. They
are then treated just as if they had been generated by a point, line, or
polygon, including texture mapping, fogging, and all per-fragment operations
such as alpha and depth testing.
After the bitmap has been drawn, the x and y coordinates of the
current raster position are offset by Xmove and Ymove . No
change is made to the z coordinate of the current raster position, or
to the current raster color, texture coordinates, or index.
See external documentation.
Types:
X = integer()
Y = integer()
Width = integer()
Height = integer()
Format = enum()
Type = enum()
Pixels = mem()
Read a block of pixels from the frame buffer
gl:readPixels returns 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:pixelStoref/2 . This reference page
describes the effects on gl:readPixels of most, but not all of the
parameters specified by these three commands.
If a non-zero named buffer object is bound to the ?GL_PIXEL_PACK_BUFFER
target (see gl:bindBuffer/2 ) while a block of pixels is requested,
Data is treated as a byte offset into the buffer object's data store
rather than a pointer to client memory.
gl:readPixels returns values from each pixel with lower left corner at
(x+i y+j) for 0<= i< width and 0<= j< height. This pixel is said
to be the ith pixel in the jth row. Pixels are returned in row order from the
lowest to the highest row, left to right in each row.
Format specifies the format for the returned pixel values; accepted
values are:
?GL_STENCIL_INDEX: Stencil values are read from the stencil buffer. Each
index is converted to fixed point, shifted left or right depending on the
value and sign of ?GL_INDEX_SHIFT , and added to
?GL_INDEX_OFFSET. If ?GL_MAP_STENCIL is ?GL_TRUE, indices
are replaced by their mappings in the table ?GL_PIXEL_MAP_S_TO_S.
?GL_DEPTH_COMPONENT: Depth values are read from the depth buffer. Each
component is converted to floating point such that the minimum depth value
maps to 0 and the maximum value maps to 1. Each component is then multiplied
by ?GL_DEPTH_SCALE, added to ?GL_DEPTH_BIAS , and finally
clamped to the range [0 1].
?GL_DEPTH_STENCIL: Values are taken from both the depth and stencil
buffers. The Type parameter must be ?GL_UNSIGNED_INT_24_8 or
?GL_FLOAT_32_UNSIGNED_INT_24_8_REV .
?GL_RED
?GL_GREEN
?GL_BLUE
?GL_RGB
?GL_BGR
?GL_RGBA
?GL_BGRA: Finally, the indices or components are converted to the proper
format, as specified by Type . If Format is
?GL_STENCIL_INDEX and Type is not ?GL_FLOAT, each index
is masked with the mask value given in the following table. If Type is
?GL_FLOAT, then each integer index is converted to single-precision
floating-point format.
If Format is ?GL_RED, ?GL_GREEN, ?GL_BLUE,
?GL_RGB, ?GL_BGR , ?GL_RGBA, or ?GL_BGRA and
Type is not ?GL_FLOAT, each component is multiplied by the
multiplier shown in the following table. If type is ?GL_FLOAT, then
each component is passed as is (or converted to the client's single-precision
floating-point format if it is different from the one used by the GL).
Type Index MaskComponent Conversion
?GL_UNSIGNED_BYTE 2 8-1(2 8-1) c
?GL_BYTE 2 7-1((2 8-1) c-1)/2
?GL_UNSIGNED_SHORT 2 16-1(2 16-1) c
?GL_SHORT 2 15-1((2 16-1) c-1)/2
?GL_UNSIGNED_INT 2 32-1(2 32-1) c
?GL_INT 2 31-1((2 32-1) c-1)/2
?GL_HALF_FLOAT none c
?GL_FLOAT none c
?GL_UNSIGNED_BYTE_3_3_2 2 N-1(2 N-1) c
?GL_UNSIGNED_BYTE_2_3_3_REV 2 N-1(2 N-1) c
?GL_UNSIGNED_SHORT_5_6_5 2 N-1 (2 N-1) c
?GL_UNSIGNED_SHORT_5_6_5_REV 2 N-1(2 N-1) c
?GL_UNSIGNED_SHORT_4_4_4_4 2 N-1(2 N-1) c
?GL_UNSIGNED_SHORT_4_4_4_4_REV 2 N-1(2 N-1) c
?GL_UNSIGNED_SHORT_5_5_5_1 2 N-1(2 N-1) c
?GL_UNSIGNED_SHORT_1_5_5_5_REV 2 N-1 (2 N-1) c
?GL_UNSIGNED_INT_8_8_8_8 2 N-1(2 N-1) c
?GL_UNSIGNED_INT_8_8_8_8_REV 2 N-1(2 N-1) c
?GL_UNSIGNED_INT_10_10_10_2 2 N-1(2 N-1) c
?GL_UNSIGNED_INT_2_10_10_10_REV 2 N-1(2 N-1) c
?GL_UNSIGNED_INT_24_8 2 N-1(2 N-1) c
?GL_UNSIGNED_INT_10F_11F_11F_REV -- Special
?GL_UNSIGNED_INT_5_9_9_9_REV -- Special
?GL_FLOAT_32_UNSIGNED_INT_24_8_REV none c (Depth Only)
Return values are placed in memory as follows. If Format is
?GL_STENCIL_INDEX , ?GL_DEPTH_COMPONENT, ?GL_RED,
?GL_GREEN, or ?GL_BLUE, a single value is returned and the data
for the ith pixel in the jth row is placed in location (j) width+i.
?GL_RGB and ?GL_BGR return three values, ?GL_RGBA and
?GL_BGRA return four values for each pixel, with all values
corresponding to a single pixel occupying contiguous space in Data .
Storage parameters set by gl:pixelStoref/2 , such as
?GL_PACK_LSB_FIRST and ?GL_PACK_SWAP_BYTES, affect the way that
data is written into memory. See gl:pixelStoref/2 for a description.
See external documentation.
Types:
Width = integer()
Height = integer()
Format = enum()
Type = enum()
Pixels = offset() | mem()
Write a block of pixels to the frame buffer
gl:drawPixels reads pixel data from memory and writes it into the frame
buffer relative to the current raster position, provided that the raster
position is valid. Use gl:rasterPos2d/2 or gl:windowPos2d/2 to
set the current raster position; use gl:getBooleanv/1 with argument
?GL_CURRENT_RASTER_POSITION_VALID to determine if the specified raster
position is valid, and gl:getBooleanv/1 with argument
?GL_CURRENT_RASTER_POSITION to query the raster position.
Several parameters define the encoding of pixel data in memory and control the
processing of the pixel data before it is placed in the frame buffer. These
parameters are set with four commands: gl:pixelStoref/2 ,
gl:pixelTransferf/2 , gl:pixelMapfv/3 , and
gl:pixelZoom/2 . This reference page describes the effects on
gl:drawPixels of many, but not all, of the parameters specified by
these four commands.
Data is read from Data as a sequence of signed or unsigned bytes, signed
or unsigned shorts, signed or unsigned integers, or single-precision
floating-point values, depending on Type . When Type is one of
?GL_UNSIGNED_BYTE, ?GL_BYTE, ?GL_UNSIGNED_SHORT ,
?GL_SHORT, ?GL_UNSIGNED_INT, ?GL_INT, or ?GL_FLOAT
each of these bytes, shorts, integers, or floating-point values is interpreted
as one color or depth component, or one index, depending on Format .
When Type is one of ?GL_UNSIGNED_BYTE_3_3_2 ,
?GL_UNSIGNED_SHORT_5_6_5, ?GL_UNSIGNED_SHORT_4_4_4_4,
?GL_UNSIGNED_SHORT_5_5_5_1 , ?GL_UNSIGNED_INT_8_8_8_8, or
?GL_UNSIGNED_INT_10_10_10_2, each unsigned value is interpreted as
containing all the components for a single pixel, with the color components
arranged according to Format . When Type is one of
?GL_UNSIGNED_BYTE_2_3_3_REV , ?GL_UNSIGNED_SHORT_5_6_5_REV,
?GL_UNSIGNED_SHORT_4_4_4_4_REV, ?GL_UNSIGNED_SHORT_1_5_5_5_REV ,
?GL_UNSIGNED_INT_8_8_8_8_REV, or
?GL_UNSIGNED_INT_2_10_10_10_REV, each unsigned value is interpreted as
containing all color components, specified by Format , for a single
pixel in a reversed order. Indices are always treated individually. Color
components are treated as groups of one, two, three, or four values, again
based on Format . Both individual indices and groups of components are
referred to as pixels. If Type is ?GL_BITMAP, the data must be
unsigned bytes, and Format must be either ?GL_COLOR_INDEX or
?GL_STENCIL_INDEX. Each unsigned byte is treated as eight 1-bit pixels,
with bit ordering determined by ?GL_UNPACK_LSB_FIRST (see
gl:pixelStoref/2 ).
width*height pixels are read from memory, starting at location Data . By
default, these pixels are taken from adjacent memory locations, except that
after all Width pixels are read, the read pointer is advanced to the
next four-byte boundary. The four-byte row alignment is specified by
gl:pixelStoref/2 with argument ?GL_UNPACK_ALIGNMENT , and it can
be set to one, two, four, or eight bytes. Other pixel store parameters specify
different read pointer advancements, both before the first pixel is read and
after all Width pixels are read. See the gl:pixelStoref/2
reference page for details on these options.
If a non-zero named buffer object is bound to the ?GL_PIXEL_UNPACK_BUFFER
target (see gl:bindBuffer/2 ) while a block of pixels is specified,
Data is treated as a byte offset into the buffer object's data store.
The width*height pixels that are read from memory are each operated on in the
same way, based on the values of several parameters specified by
gl:pixelTransferf/2 and gl:pixelMapfv/3 . The details of these
operations, as well as the target buffer into which the pixels are drawn, are
specific to the format of the pixels, as specified by Format .
Format can assume one of 13 symbolic values:
?GL_COLOR_INDEX: Each pixel is a single value, a color index. It is
converted to fixed-point format, with an unspecified number of bits to the
right of the binary point, regardless of the memory data type. Floating-point
values convert to true fixed-point values. Signed and unsigned integer data is
converted with all fraction bits set to 0. Bitmap data convert to either 0 or
1.
Each fixed-point index is then shifted left by ?GL_INDEX_SHIFT bits and
added to ?GL_INDEX_OFFSET . If ?GL_INDEX_SHIFT is negative, the
shift is to the right. In either case, zero bits fill otherwise unspecified
bit locations in the result.
If the GL is in RGBA mode, the resulting index is converted to an RGBA pixel
with the help of the ?GL_PIXEL_MAP_I_TO_R, ?GL_PIXEL_MAP_I_TO_G,
?GL_PIXEL_MAP_I_TO_B , and ?GL_PIXEL_MAP_I_TO_A tables. If the
GL is in color index mode, and if ?GL_MAP_COLOR is true, the index is
replaced with the value that it references in lookup table
?GL_PIXEL_MAP_I_TO_I . Whether the lookup replacement of the index is
done or not, the integer part of the index is then ANDed with 2 b-1, where b
is the number of bits in a color index buffer.
The GL then converts the resulting indices or RGBA colors to fragments by
attaching the current raster position z coordinate and texture
coordinates to each pixel, then assigning x and y window coordinates to the
nth fragment such that x n= x r+n% width
y n= y r+|n/width|
where (x r y r) is the current raster position. These pixel fragments are then
treated just like the fragments generated by rasterizing points, lines, or
polygons. Texture mapping, fog, and all the fragment operations are applied
before the fragments are written to the frame buffer.
?GL_STENCIL_INDEX: Each pixel is a single value, a stencil index. It is
converted to fixed-point format, with an unspecified number of bits to the
right of the binary point, regardless of the memory data type. Floating-point
values convert to true fixed-point values. Signed and unsigned integer data is
converted with all fraction bits set to 0. Bitmap data convert to either 0 or
1.
Each fixed-point index is then shifted left by ?GL_INDEX_SHIFT bits, and
added to ?GL_INDEX_OFFSET. If ?GL_INDEX_SHIFT is negative, the
shift is to the right. In either case, zero bits fill otherwise unspecified
bit locations in the result. If ?GL_MAP_STENCIL is true, the index is
replaced with the value that it references in lookup table
?GL_PIXEL_MAP_S_TO_S. Whether the lookup replacement of the index is
done or not, the integer part of the index is then ANDed with 2 b-1, where b
is the number of bits in the stencil buffer. The resulting stencil indices are
then written to the stencil buffer such that the nth index is written to
location
x n= x r+n% width
y n= y r+|n/width|
where (x r y r) is the current raster position. Only the pixel ownership test,
the scissor test, and the stencil writemask affect these write operations.
?GL_DEPTH_COMPONENT: Each pixel is a single-depth component.
Floating-point data is converted directly to an internal floating-point format
with unspecified precision. Signed integer data is mapped linearly to the
internal floating-point format such that the most positive representable
integer value maps to 1.0, and the most negative representable value maps to
-1.0. Unsigned integer data is mapped similarly: the largest integer value
maps to 1.0, and 0 maps to 0.0. The resulting floating-point depth value is
then multiplied by ?GL_DEPTH_SCALE and added to ?GL_DEPTH_BIAS.
The result is clamped to the range [0 1].
The GL then converts the resulting depth components to fragments by attaching
the current raster position color or color index and texture coordinates to
each pixel, then assigning x and y window coordinates to the nth fragment such
that
x n= x r+n% width
y n= y r+|n/width|
where (x r y r) is the current raster position. These pixel fragments are then
treated just like the fragments generated by rasterizing points, lines, or
polygons. Texture mapping, fog, and all the fragment operations are applied
before the fragments are written to the frame buffer.
?GL_RGBA
?GL_BGRA: Each pixel is a four-component group: For ?GL_RGBA, the
red component is first, followed by green, followed by blue, followed by
alpha; for ?GL_BGRA the order is blue, green, red and then alpha.
Floating-point values are converted directly to an internal floating-point
format with unspecified precision. Signed integer values are mapped linearly
to the internal floating-point format such that the most positive
representable integer value maps to 1.0, and the most negative representable
value maps to -1.0. (Note that this mapping does not convert 0 precisely to
0.0.) Unsigned integer data is mapped similarly: The largest integer value
maps to 1.0, and 0 maps to 0.0. The resulting floating-point color values are
then multiplied by ?GL_c_SCALE and added to ?GL_c_BIAS, where
c is RED, GREEN, BLUE, and ALPHA for the respective color components.
The results are clamped to the range [0 1].
If ?GL_MAP_COLOR is true, each color component is scaled by the size of
lookup table ?GL_PIXEL_MAP_c_TO_c, then replaced by the value that it
references in that table. c is R, G, B, or A respectively.
The GL then converts the resulting RGBA colors to fragments by attaching the
current raster position z coordinate and texture coordinates to each
pixel, then assigning x and y window coordinates to the nth fragment such that
x n= x r+n% width
y n= y r+|n/width|
where (x r y r) is the current raster position. These pixel fragments are then
treated just like the fragments generated by rasterizing points, lines, or
polygons. Texture mapping, fog, and all the fragment operations are applied
before the fragments are written to the frame buffer.
?GL_RED: Each pixel is a single red component. This component is
converted to the internal floating-point format in the same way the red
component of an RGBA pixel is. It is then converted to an RGBA pixel with
green and blue set to 0, and alpha set to 1. After this conversion, the pixel
is treated as if it had been read as an RGBA pixel.
?GL_GREEN: Each pixel is a single green component. This component is
converted to the internal floating-point format in the same way the green
component of an RGBA pixel is. It is then converted to an RGBA pixel with red
and blue set to 0, and alpha set to 1. After this conversion, the pixel is
treated as if it had been read as an RGBA pixel.
?GL_BLUE: Each pixel is a single blue component. This component is
converted to the internal floating-point format in the same way the blue
component of an RGBA pixel is. It is then converted to an RGBA pixel with red
and green set to 0, and alpha set to 1. After this conversion, the pixel is
treated as if it had been read as an RGBA pixel.
?GL_ALPHA: Each pixel is a single alpha component. This component is
converted to the internal floating-point format in the same way the alpha
component of an RGBA pixel is. It is then converted to an RGBA pixel with red,
green, and blue set to 0. After this conversion, the pixel is treated as if it
had been read as an RGBA pixel.
?GL_RGB
?GL_BGR: Each pixel is a three-component group: red first, followed by
green, followed by blue; for ?GL_BGR, the first component is blue,
followed by green and then red. Each component is converted to the internal
floating-point format in the same way the red, green, and blue components of
an RGBA pixel are. The color triple is converted to an RGBA pixel with alpha
set to 1. After this conversion, the pixel is treated as if it had been read
as an RGBA pixel.
?GL_LUMINANCE: Each pixel is a single luminance component. This component
is converted to the internal floating-point format in the same way the red
component of an RGBA pixel is. It is then converted to an RGBA pixel with red,
green, and blue set to the converted luminance value, and alpha set to 1.
After this conversion, the pixel is treated as if it had been read as an RGBA
pixel.
?GL_LUMINANCE_ALPHA: Each pixel is a two-component group: luminance
first, followed by alpha. The two components are converted to the internal
floating-point format in the same way the red component of an RGBA pixel is.
They are then converted to an RGBA pixel with red, green, and blue set to the
converted luminance value, and alpha set to the converted alpha value. After
this conversion, the pixel is treated as if it had been read as an RGBA pixel.
The following table summarizes the meaning of the valid constants for the
type parameter: TypeCorresponding Type
?GL_UNSIGNED_BYTE unsigned 8-bit integer
?GL_BYTE signed 8-bit integer
?GL_BITMAP single bits in unsigned 8-bit integers
?GL_UNSIGNED_SHORT unsigned 16-bit integer
?GL_SHORT signed 16-bit integer
?GL_UNSIGNED_INT unsigned 32-bit integer
?GL_INT 32-bit integer
?GL_FLOAT single-precision floating-point
?GL_UNSIGNED_BYTE_3_3_2 unsigned 8-bit integer
?GL_UNSIGNED_BYTE_2_3_3_REV unsigned 8-bit integer with reversed
component ordering
?GL_UNSIGNED_SHORT_5_6_5 unsigned 16-bit integer
?GL_UNSIGNED_SHORT_5_6_5_REV unsigned 16-bit integer with reversed
component ordering
?GL_UNSIGNED_SHORT_4_4_4_4 unsigned 16-bit integer
?GL_UNSIGNED_SHORT_4_4_4_4_REV unsigned 16-bit integer with reversed
component ordering
?GL_UNSIGNED_SHORT_5_5_5_1 unsigned 16-bit integer
?GL_UNSIGNED_SHORT_1_5_5_5_REV unsigned 16-bit integer with reversed
component ordering
?GL_UNSIGNED_INT_8_8_8_8 unsigned 32-bit integer
?GL_UNSIGNED_INT_8_8_8_8_REV unsigned 32-bit integer with reversed
component ordering
?GL_UNSIGNED_INT_10_10_10_2 unsigned 32-bit integer
?GL_UNSIGNED_INT_2_10_10_10_REV unsigned 32-bit integer with reversed
component ordering
The rasterization described so far assumes pixel zoom factors of 1. If
gl:pixelZoom/2 is used to change the x and y pixel zoom factors, pixels
are converted to fragments as follows. If (x r y r) is the current raster
position, and a given pixel is in the nth column and mth row of the pixel
rectangle, then fragments are generated for pixels whose centers are in the
rectangle with corners at
(x r+(zoom x) n y r+(zoom y) m)
(x r+(zoom x)(n+1) y r+(zoom y)(m+1))
where zoom x is the value of ?GL_ZOOM_X and zoom y is the value of
?GL_ZOOM_Y .
See external documentation.
Types:
X = integer()
Y = integer()
Width = integer()
Height = integer()
Type = enum()
Copy pixels in the frame buffer
gl:copyPixels copies a screen-aligned rectangle of pixels from the
specified frame buffer location to a region relative to the current raster
position. Its operation is well defined only if the entire pixel source region
is within the exposed portion of the window. Results of copies from outside
the window, or from regions of the window that are not exposed, are hardware
dependent and undefined.
X and Y specify the window coordinates of the lower left corner of
the rectangular region to be copied. Width and Height specify
the dimensions of the rectangular region to be copied. Both Width and
Height must not be negative.
Several parameters control the processing of the pixel data while it is being
copied. These parameters are set with three commands:
gl:pixelTransferf/2 , gl:pixelMapfv/3 , and
gl:pixelZoom/2 . This reference page describes the effects on
gl:copyPixels of most, but not all, of the parameters specified by
these three commands.
gl:copyPixels copies values from each pixel with the lower left-hand
corner at (x+i y+j) for 0<= i< width and 0<= j< height. This pixel
is said to be the ith pixel in the jth row. Pixels are copied in row order
from the lowest to the highest row, left to right in each row.
Type specifies whether color, depth, or stencil data is to be copied. The
details of the transfer for each data type are as follows:
?GL_COLOR: Indices or RGBA colors are read from the buffer currently
specified as the read source buffer (see gl:readBuffer/1 ). If the GL
is in color index mode, each index that is read from this buffer is converted
to a fixed-point format with an unspecified number of bits to the right of the
binary point. Each index is then shifted left by ?GL_INDEX_SHIFT bits,
and added to ?GL_INDEX_OFFSET. If ?GL_INDEX_SHIFT is negative,
the shift is to the right. In either case, zero bits fill otherwise
unspecified bit locations in the result. If ?GL_MAP_COLOR is true, the
index is replaced with the value that it references in lookup table
?GL_PIXEL_MAP_I_TO_I. Whether the lookup replacement of the index is
done or not, the integer part of the index is then ANDed with 2 b-1, where b
is the number of bits in a color index buffer.
If the GL is in RGBA mode, the red, green, blue, and alpha components of each
pixel that is read are converted to an internal floating-point format with
unspecified precision. The conversion maps the largest representable component
value to 1.0, and component value 0 to 0.0. The resulting floating-point color
values are then multiplied by ?GL_c_SCALE and added to
?GL_c_BIAS, where c is RED, GREEN, BLUE, and ALPHA for the
respective color components. The results are clamped to the range [0,1]. If
?GL_MAP_COLOR is true, each color component is scaled by the size of
lookup table ?GL_PIXEL_MAP_c_TO_c , then replaced by the value that it
references in that table. c is R, G, B, or A.
If the ARB_imaging extension is supported, the color values may be additionally
processed by color-table lookups, color-matrix transformations, and
convolution filters.
The GL then converts the resulting indices or RGBA colors to fragments by
attaching the current raster position z coordinate and texture
coordinates to each pixel, then assigning window coordinates (x r+i y r+j),
where (x r y r) is the current raster position, and the pixel was the ith
pixel in the jth row. These pixel fragments are then treated just like the
fragments generated by rasterizing points, lines, or polygons. Texture
mapping, fog, and all the fragment operations are applied before the fragments
are written to the frame buffer.
?GL_DEPTH: Depth values are read from the depth buffer and converted
directly to an internal floating-point format with unspecified precision. The
resulting floating-point depth value is then multiplied by
?GL_DEPTH_SCALE and added to ?GL_DEPTH_BIAS . The result is
clamped to the range [0,1].
The GL then converts the resulting depth components to fragments by attaching
the current raster position color or color index and texture coordinates to
each pixel, then assigning window coordinates (x r+i y r+j), where (x r y r)
is the current raster position, and the pixel was the ith pixel in the jth
row. These pixel fragments are then treated just like the fragments generated
by rasterizing points, lines, or polygons. Texture mapping, fog, and all the
fragment operations are applied before the fragments are written to the frame
buffer.
?GL_STENCIL: Stencil indices are read from the stencil buffer and
converted to an internal fixed-point format with an unspecified number of bits
to the right of the binary point. Each fixed-point index is then shifted left
by ?GL_INDEX_SHIFT bits, and added to ?GL_INDEX_OFFSET. If
?GL_INDEX_SHIFT is negative, the shift is to the right. In either case,
zero bits fill otherwise unspecified bit locations in the result. If
?GL_MAP_STENCIL is true, the index is replaced with the value that it
references in lookup table ?GL_PIXEL_MAP_S_TO_S. Whether the lookup
replacement of the index is done or not, the integer part of the index is then
ANDed with 2 b-1, where b is the number of bits in the stencil buffer. The
resulting stencil indices are then written to the stencil buffer such that the
index read from the ith location of the jth row is written to location (x r+i
y r+j), where (x r y r) is the current raster position. Only the pixel
ownership test, the scissor test, and the stencil writemask affect these write
operations.
The rasterization described thus far assumes pixel zoom factors of 1.0. If
gl:pixelZoom/2 is used to change the x and y pixel zoom factors, pixels
are converted to fragments as follows. If (x r y r) is the current raster
position, and a given pixel is in the ith location in the jth row of the
source pixel rectangle, then fragments are generated for pixels whose centers
are in the rectangle with corners at
(x r+(zoom x) i y r+(zoom y) j)
and
(x r+(zoom x)(i+1) y r+(zoom y)(j+1))
where zoom x is the value of ?GL_ZOOM_X and zoom y is the value of
?GL_ZOOM_Y .
See external documentation.
Types:
Func = enum()
Ref = integer()
Mask = integer()
Set front and back function and reference value for stencil testing
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 constructive solid
geometry rendering.
The stencil test conditionally eliminates a pixel based on the outcome of a
comparison between the reference value and the value in the stencil buffer. To
enable and disable the test, call gl:enable/1 and gl:enable/1
with argument ?GL_STENCIL_TEST . To specify actions based on the
outcome of the stencil test, call gl:stencilOp/3 or
gl:stencilOpSeparate/4 .
There can be two separate sets of Func , Ref , and Mask
parameters; one affects back-facing polygons, and the other affects
front-facing polygons as well as other non-polygon primitives.
gl:stencilFunc/3 sets both front and back stencil state to the same
values. Use gl:stencilFuncSeparate/4 to set front and back stencil
state to different values.
Func is a symbolic constant that determines the stencil comparison
function. It accepts one of eight values, shown in the following list.
Ref is an integer reference value that is used in the stencil
comparison. It is clamped to the range [0 2 n-1], where n is the number of
bitplanes in the stencil buffer. Mask is bitwise ANDed with both the
reference value and the stored stencil value, with the ANDed values
participating in the comparison.
If stencil represents the value stored in the corresponding stencil
buffer location, the following list shows the effect of each comparison
function that can be specified by Func . Only if the comparison
succeeds is the pixel passed through to the next stage in the rasterization
process (see gl:stencilOp/3 ). All tests treat stencil values as
unsigned integers in the range [0 2 n-1], where n is the number of bitplanes
in the stencil buffer.
The following values are accepted by Func :
?GL_NEVER: Always fails.
?GL_LESS: Passes if ( Ref & Mask ) < (
stencil & Mask ).
?GL_LEQUAL: Passes if ( Ref & Mask ) <= (
stencil & Mask ).
?GL_GREATER: Passes if ( Ref & Mask ) > (
stencil & Mask ).
?GL_GEQUAL: Passes if ( Ref & Mask ) >= (
stencil & Mask ).
?GL_EQUAL: Passes if ( Ref & Mask ) = ( stencil
& Mask ).
?GL_NOTEQUAL: Passes if ( Ref & Mask ) != (
stencil & Mask ).
?GL_ALWAYS: Always passes.
See external documentation.
Types:
Mask = integer()
Control the front and back writing of individual bits in the stencil planes
gl:stencilMask 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.
There can be two separate Mask writemasks; one affects back-facing
polygons, and the other affects front-facing polygons as well as other
non-polygon primitives. gl:stencilMask/1 sets both front and back
stencil writemasks to the same values. Use gl:stencilMaskSeparate/2 to
set front and back stencil writemasks to different values.
See external documentation.
Types:
Fail = enum()
Zfail = enum()
Zpass = enum()
Set front and back stencil test actions
Stenciling, like depth-buffering, enables and disables drawing on a per-pixel
basis. You draw into the stencil planes using GL drawing primitives, then
render geometry and images, using the stencil planes to mask out portions of
the screen. Stenciling is typically used in multipass rendering algorithms to
achieve special effects, such as decals, outlining, and constructive solid
geometry rendering.
The stencil test conditionally eliminates a pixel based on the outcome of a
comparison between the value in the stencil buffer and a reference value. To
enable and disable the test, call gl:enable/1 and gl:enable/1
with argument ?GL_STENCIL_TEST ; to control it, call
gl:stencilFunc/3 or gl:stencilFuncSeparate/4 .
There can be two separate sets of Sfail , Dpfail , and
Dppass parameters; one affects back-facing polygons, and the other
affects front-facing polygons as well as other non-polygon primitives.
gl:stencilOp/3 sets both front and back stencil state to the same
values. Use gl:stencilOpSeparate/4 to set front and back stencil state
to different values.
gl:stencilOp takes three arguments that indicate what happens to the
stored stencil value while stenciling is enabled. If the stencil test fails,
no change is made to the pixel's color or depth buffers, and Sfail
specifies what happens to the stencil buffer contents. The following eight
actions are possible.
?GL_KEEP: Keeps the current value.
?GL_ZERO: Sets the stencil buffer value to 0.
?GL_REPLACE: Sets the stencil buffer value to ref, as specified by
gl:stencilFunc/3 .
?GL_INCR: Increments the current stencil buffer value. Clamps to the
maximum representable unsigned value.
?GL_INCR_WRAP: Increments the current stencil buffer value. Wraps stencil
buffer value to zero when incrementing the maximum representable unsigned
value.
?GL_DECR: Decrements the current stencil buffer value. Clamps to 0.
?GL_DECR_WRAP: Decrements the current stencil buffer value. Wraps stencil
buffer value to the maximum representable unsigned value when decrementing a
stencil buffer value of zero.
?GL_INVERT: Bitwise inverts the current stencil buffer value.
Stencil buffer values are treated as unsigned integers. When incremented and
decremented, values are clamped to 0 and 2 n-1, where n is the value returned
by querying ?GL_STENCIL_BITS .
The other two arguments to gl:stencilOp specify stencil buffer actions
that depend on whether subsequent depth buffer tests succeed ( Dppass )
or fail ( Dpfail ) (see gl:depthFunc/1 ). The actions are
specified using the same eight symbolic constants as Sfail . Note that
Dpfail is ignored when there is no depth buffer, or when the depth
buffer is not enabled. In these cases, Sfail and Dppass specify
stencil action when the stencil test fails and passes, respectively.
See external documentation.
Types:
S = integer()
Specify the clear value for the stencil buffer
gl:clearStencil 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.
See external documentation.
Types:
Coord = enum()
Pname = enum()
Param = float()
Control the generation of texture coordinates
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_TEXTURE_GEN_MODE , then
Params chooses a mode, one of ?GL_OBJECT_LINEAR,
?GL_EYE_LINEAR , ?GL_SPHERE_MAP, ?GL_NORMAL_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.
If the texture generation function is ?GL_OBJECT_LINEAR, the function
g= p 1*x o+p 2*y o+p 3*z o+p 4*w o
is used, where g is the value computed for the coordinate named in Coord
, p 1, p 2, p 3, and p 4 are the four values supplied in Params , and x
o, y o, z o, and w o are the object coordinates of the vertex. This function
can be used, for example, to texture-map terrain using sea level as a
reference plane (defined by p 1, p 2, p 3, and p 4). The altitude of a terrain
vertex is computed by the ?GL_OBJECT_LINEAR coordinate generation
function as its distance from sea level; that altitude can then be used to
index the texture image to map white snow onto peaks and green grass onto
foothills.
If the texture generation function is ?GL_EYE_LINEAR, the function
g=(p 1)"*x e+(p 2)"*y e+(p 3)"*z e+(p 4)"*w e
is used, where
((p 1)" (p 2)" (p 3)" (p 4)")=(p 1 p 2 p 3 p 4) M -1
and x e, y e, z e, and w e are the eye coordinates of the vertex, p 1, p 2, p 3,
and p 4 are the values supplied in Params , and M is the modelview
matrix when gl:texGen is invoked. If M is poorly conditioned or
singular, texture coordinates generated by the resulting function may be
inaccurate or undefined.
Note that the values in Params define a reference plane in eye
coordinates. The modelview matrix that is applied to them may not be the same
one in effect when the polygon vertices are transformed. This function
establishes a field of texture coordinates that can produce dynamic contour
lines on moving objects.
If the texture generation function is ?GL_SPHERE_MAP and Coord is
either ?GL_S or ?GL_T, s and t texture coordinates are generated
as follows. Let u be the unit vector pointing from the origin to the
polygon vertex (in eye coordinates). Let n sup prime be the current
normal, after transformation to eye coordinates. Let
f=(f x f y f z) T be the reflection vector such that
f= u-2 n" (n") T u
Finally, let m= 2 ((f x) 2+(f y) 2+(f z+1) 2). Then the values assigned to the s
and t texture coordinates are
s= f x/m+1/2
t= f y/m+1/2
To enable or disable a texture-coordinate generation function, call
gl:enable/1 or gl:enable/1 with one of the symbolic
texture-coordinate names ( ?GL_TEXTURE_GEN_S ,
?GL_TEXTURE_GEN_T, ?GL_TEXTURE_GEN_R, or
?GL_TEXTURE_GEN_Q) as the argument. When enabled, the specified texture
coordinate is computed according to the generating function associated with
that coordinate. When disabled, subsequent vertices take the specified texture
coordinate from the current set of texture coordinates. Initially, all texture
generation functions are set to ?GL_EYE_LINEAR and are disabled. Both s
plane equations are (1, 0, 0, 0), both t plane equations are (0, 1, 0, 0), and
all r and q plane equations are (0, 0, 0, 0).
When the ARB_multitexture extension is supported, gl:texGen sets the
texture generation parameters for the currently active texture unit, selected
with gl:activeTexture/1 .
See external documentation.
Types:
Coord = enum()
Pname = enum()
Param = float()
See texGend/3
Types:
Coord = enum()
Pname = enum()
Param = integer()
See texGend/3
Types:
Coord = enum()
Pname = enum()
Params = {float()}
See texGend/3
Types:
Coord = enum()
Pname = enum()
Params = {float()}
See texGend/3
Types:
Coord = enum()
Pname = enum()
Params = {integer()}
See texGend/3
Types:
Coord = enum()
Pname = enum()
Return texture coordinate generation parameters
gl:getTexGen returns in Params selected parameters of a texture
coordinate generation function that was specified using gl:texGend/3 .
Coord names one of the (s, t, r, q) texture
coordinates, using the symbolic constant ?GL_S, ?GL_T,
?GL_R, or ?GL_Q.
Pname specifies one of three symbolic names:
?GL_TEXTURE_GEN_MODE: Params returns the single-valued texture
generation function, a symbolic constant. The initial value is
?GL_EYE_LINEAR.
?GL_OBJECT_PLANE: Params returns the four plane equation
coefficients that specify object linear-coordinate generation. Integer values,
when requested, are mapped directly from the internal floating-point
representation.
?GL_EYE_PLANE: Params returns the four plane equation coefficients
that specify eye linear-coordinate generation. Integer values, when requested,
are mapped directly from the internal floating-point representation. The
returned values are those maintained in eye coordinates. They are not equal to
the values specified using gl:texGend/3 , unless the modelview matrix
was identity when gl:texGend/3 was called.
See external documentation.
Types:
Coord = enum()
Pname = enum()
See getTexGendv/2
Types:
Coord = enum()
Pname = enum()
See getTexGendv/2
Types:
Target = enum()
Pname = enum()
Param = float()
glTexEnvf
See external documentation.
Types:
Target = enum()
Pname = enum()
Param = integer()
glTexEnvi
See external documentation.
Types:
Target = enum()
Pname = enum()
Params = {float()}
Set texture environment parameters
A texture environment specifies how texture values are interpreted when a
fragment is textured. When Target is ?GL_TEXTURE_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.
If Pname is ?GL_TEXTURE_ENV_MODE, then Params is (or points
to) the symbolic name of a texture function. Six texture functions may be
specified: ?GL_ADD , ?GL_MODULATE, ?GL_DECAL,
?GL_BLEND, ?GL_REPLACE, or ?GL_COMBINE .
The following table shows the correspondence of filtered texture values R t, G
t, B t, A t, L t, I t to texture source components. C s and A s are used by
the texture functions described below. Texture Base Internal Format C s A s
?GL_ALPHA (0, 0, 0) A t
?GL_LUMINANCE ( L t, L t, L t ) 1
?GL_LUMINANCE_ALPHA ( L t, L t, L t ) A t
?GL_INTENSITY ( I t, I t, I t ) I t
?GL_RGB ( R t, G t, B t ) 1
?GL_RGBA ( R t, G t, B t ) A t
A texture function acts on the fragment to be textured using the texture image
value that applies to the fragment (see gl:texParameterf/3 ) and
produces an RGBA color for that fragment. The following table shows how the
RGBA color is produced for each of the first five texture functions that can
be chosen. C is a triple of color values (RGB) and A is the associated alpha
value. RGBA values extracted from a texture image are in the range [0,1]. The
subscript p refers to the color computed from the previous texture stage (or
the incoming fragment if processing texture stage 0), the subscript s to the
texture source color, the subscript c to the texture environment color, and
the subscript v indicates a value produced by the texture function. Texture
Base Internal Format ?Value?GL_REPLACE Function
?GL_MODULATE Function ?GL_DECAL Function ?GL_BLEND
Function ?GL_ADD Function
?GL_ALPHA C v= C p C p undefined C p C p
A v= A s A p A s A v= A p A s A p A s
?GL_LUMINANCE C v= C s C p C s undefined C p (1-C s)+C c C s C p+C s
(or 1) A v= A p A p A p A p
?GL_LUMINANCE_ALPHA C v= C s C p C s undefined C p (1-C s)+C c C s C p+C
s
(or 2) A v= A s A p A s A p A s A p A s
?GL_INTENSITY C v= C s C p C s undefined C p (1-C s)+C c C s C p+C s
A v= A s A p A s A p (1-A s)+A c A s A p+A s
?GL_RGB C v= C s C p C s C s C p (1-C s)+C c C s C p+C s
(or 3) A v= A p A p A p A p A p
?GL_RGBA C v= C s C p C s C p (1-A s)+C s A s C p (1-C s)+C c C s C p+C s
(or 4) A v= A s A p A s A p A p A s A p A s
If Pname is ?GL_TEXTURE_ENV_MODE, and Params is
?GL_COMBINE, the form of the texture function depends on the values of
?GL_COMBINE_RGB and ?GL_COMBINE_ALPHA .
The following describes how the texture sources, as specified by
?GL_SRC0_RGB, ?GL_SRC1_RGB , ?GL_SRC2_RGB,
?GL_SRC0_ALPHA, ?GL_SRC1_ALPHA, and ?GL_SRC2_ALPHA , are
combined to produce a final texture color. In the following tables,
?GL_SRC0_c is represented by Arg0, ?GL_SRC1_c is represented by
Arg1, and ?GL_SRC2_c is represented by Arg2.
?GL_COMBINE_RGB accepts any of ?GL_REPLACE, ?GL_MODULATE,
?GL_ADD , ?GL_ADD_SIGNED, ?GL_INTERPOLATE,
?GL_SUBTRACT, ?GL_DOT3_RGB, or
?GL_DOT3_RGBA.?GL_COMBINE_RGB Texture Function
?GL_REPLACE Arg0
?GL_MODULATE Arg0*Arg1
?GL_ADD Arg0+Arg1
?GL_ADD_SIGNED Arg0+Arg1-0.5
?GL_INTERPOLATE Arg0*Arg2+Arg1*(1- Arg2)
?GL_SUBTRACT Arg0-Arg1
?GL_DOT3_RGB or ?GL_DOT3_RGBA 4*((((Arg0 r)-0.5)*((Arg1
r)-0.5))+(((Arg0 g)-0.5)*((Arg1 g)-0.5))+(((Arg0 b)-0.5)*((Arg1 b)-0.5)))
The scalar results for ?GL_DOT3_RGB and ?GL_DOT3_RGBA are placed
into each of the 3 (RGB) or 4 (RGBA) components on output.
Likewise, ?GL_COMBINE_ALPHA accepts any of ?GL_REPLACE,
?GL_MODULATE, ?GL_ADD, ?GL_ADD_SIGNED,
?GL_INTERPOLATE, or ?GL_SUBTRACT. The following table describes
how alpha values are combined: ?GL_COMBINE_ALPHATexture Function
?GL_REPLACE Arg0
?GL_MODULATE Arg0*Arg1
?GL_ADD Arg0+Arg1
?GL_ADD_SIGNED Arg0+Arg1-0.5
?GL_INTERPOLATE Arg0*Arg2+Arg1*(1- Arg2)
?GL_SUBTRACT Arg0-Arg1
In the following tables, the value C s represents the color sampled from the
currently bound texture, C c represents the constant texture-environment
color, C f represents the primary color of the incoming fragment, and C p
represents the color computed from the previous texture stage or C f if
processing texture stage 0. Likewise, A s, A c, A f, and A p represent the
respective alpha values.
The following table describes the values assigned to Arg0, Arg1, and Arg2 based
upon the RGB sources and operands:
?GL_SRCn_RGB?GL_OPERANDn_RGBArgument Value
?GL_TEXTURE?GL_SRC_COLOR(C s)
?GL_ONE_MINUS_SRC_COLOR 1-(C s)
?GL_SRC_ALPHA(A s)
?GL_ONE_MINUS_SRC_ALPHA 1-(A s)
?GL_TEXTUREn?GL_SRC_COLOR(C s)
?GL_ONE_MINUS_SRC_COLOR 1-(C s)
?GL_SRC_ALPHA (A s)
?GL_ONE_MINUS_SRC_ALPHA 1-(A s)
?GL_CONSTANT?GL_SRC_COLOR(C c)
?GL_ONE_MINUS_SRC_COLOR 1-(C c)
?GL_SRC_ALPHA(A c)
?GL_ONE_MINUS_SRC_ALPHA 1-(A c)
?GL_PRIMARY_COLOR?GL_SRC_COLOR(C f)
?GL_ONE_MINUS_SRC_COLOR 1-(C f)
?GL_SRC_ALPHA(A f)
?GL_ONE_MINUS_SRC_ALPHA 1-(A f)
?GL_PREVIOUS?GL_SRC_COLOR (C p)
?GL_ONE_MINUS_SRC_COLOR 1-(C p)
?GL_SRC_ALPHA(A p)
?GL_ONE_MINUS_SRC_ALPHA 1-(A p)
For ?GL_TEXTUREn sources, C s and A s represent the color and alpha,
respectively, produced from texture stage n.
The follow table describes the values assigned to Arg0, Arg1, and Arg2 based
upon the alpha sources and operands:
?GL_SRCn_ALPHA?GL_OPERANDn_ALPHA Argument Value
?GL_TEXTURE?GL_SRC_ALPHA(A s)
?GL_ONE_MINUS_SRC_ALPHA 1-(A s)
?GL_TEXTUREn?GL_SRC_ALPHA(A s)
?GL_ONE_MINUS_SRC_ALPHA 1-(A s)
?GL_CONSTANT?GL_SRC_ALPHA(A c)
?GL_ONE_MINUS_SRC_ALPHA 1-(A c)
?GL_PRIMARY_COLOR?GL_SRC_ALPHA(A f)
?GL_ONE_MINUS_SRC_ALPHA 1-(A f)
?GL_PREVIOUS?GL_SRC_ALPHA(A p)
?GL_ONE_MINUS_SRC_ALPHA 1-(A p)
The RGB and alpha results of the texture function are multipled by the values of
?GL_RGB_SCALE and ?GL_ALPHA_SCALE, respectively, and clamped to
the range [0 1].
If Pname is ?GL_TEXTURE_ENV_COLOR, Params is a pointer to
an array that holds an RGBA color consisting of four values. Integer color
components are interpreted linearly such that the most positive integer maps
to 1.0, and the most negative integer maps to -1.0. The values are clamped to
the range [0,1] when they are specified. C c takes these four values.
If Pname is ?GL_TEXTURE_LOD_BIAS, the value specified is added to
the texture level-of-detail parameter, that selects which mipmap, or mipmaps
depending upon the selected ?GL_TEXTURE_MIN_FILTER, will be sampled.
?GL_TEXTURE_ENV_MODE defaults to ?GL_MODULATE and
?GL_TEXTURE_ENV_COLOR defaults to (0, 0, 0, 0).
If Target is ?GL_POINT_SPRITE and Pname is
?GL_COORD_REPLACE, the boolean value specified is used to either enable
or disable point sprite texture coordinate replacement. The default value is
?GL_FALSE.
See external documentation.
A v= A s A p A s A v= A p A s A p A s
(or 1) A v= A p A p A p A p
(or 2) A v= A s A p A s A p A s A p A s
A v= A s A p A s A p (1-A s)+A c A s A p+A s
(or 3) A v= A p A p A p A p A p
(or 4) A v= A s A p A s A p A p A s A p A s
Types:
Target = enum()
Pname = enum()
Params = {integer()}
See texEnvfv/3
Types:
Target = enum()
Pname = enum()
Return texture environment parameters
gl:getTexEnv returns in Params selected values of a texture
environment that was specified with gl:texEnvfv/3 . Target
specifies a texture environment.
When Target is ?GL_TEXTURE_FILTER_CONTROL, Pname must be
?GL_TEXTURE_LOD_BIAS . When Target is ?GL_POINT_SPRITE,
Pname must be ?GL_COORD_REPLACE . 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.
Pname names a specific texture environment parameter, as follows:
?GL_TEXTURE_ENV_MODE: Params returns the single-valued texture
environment mode, a symbolic constant. The initial value is
?GL_MODULATE.
?GL_TEXTURE_ENV_COLOR: Params returns four integer or
floating-point values that are the texture environment color. Integer values,
when requested, are linearly mapped from the internal floating-point
representation such that 1.0 maps to the most positive representable integer,
and -1.0 maps to the most negative representable integer. The initial value is
(0, 0, 0, 0).
?GL_TEXTURE_LOD_BIAS: Params returns a single floating-point value
that is the texture level-of-detail bias. The initial value is 0.
?GL_COMBINE_RGB: Params returns a single symbolic constant value
representing the current RGB combine mode. The initial value is
?GL_MODULATE.
?GL_COMBINE_ALPHA: Params returns a single symbolic constant value
representing the current alpha combine mode. The initial value is
?GL_MODULATE.
?GL_SRC0_RGB: Params returns a single symbolic constant value
representing the texture combiner zero's RGB source. The initial value is
?GL_TEXTURE.
?GL_SRC1_RGB: Params returns a single symbolic constant value
representing the texture combiner one's RGB source. The initial value is
?GL_PREVIOUS.
?GL_SRC2_RGB: Params returns a single symbolic constant value
representing the texture combiner two's RGB source. The initial value is
?GL_CONSTANT.
?GL_SRC0_ALPHA: Params returns a single symbolic constant value
representing the texture combiner zero's alpha source. The initial value is
?GL_TEXTURE.
?GL_SRC1_ALPHA: Params returns a single symbolic constant value
representing the texture combiner one's alpha source. The initial value is
?GL_PREVIOUS.
?GL_SRC2_ALPHA: Params returns a single symbolic constant value
representing the texture combiner two's alpha source. The initial value is
?GL_CONSTANT.
?GL_OPERAND0_RGB: Params returns a single symbolic constant value
representing the texture combiner zero's RGB operand. The initial value is
?GL_SRC_COLOR.
?GL_OPERAND1_RGB: Params returns a single symbolic constant value
representing the texture combiner one's RGB operand. The initial value is
?GL_SRC_COLOR.
?GL_OPERAND2_RGB: Params returns a single symbolic constant value
representing the texture combiner two's RGB operand. The initial value is
?GL_SRC_ALPHA.
?GL_OPERAND0_ALPHA: Params returns a single symbolic constant
value representing the texture combiner zero's alpha operand. The initial
value is ?GL_SRC_ALPHA.
?GL_OPERAND1_ALPHA: Params returns a single symbolic constant
value representing the texture combiner one's alpha operand. The initial value
is ?GL_SRC_ALPHA.
?GL_OPERAND2_ALPHA: Params returns a single symbolic constant
value representing the texture combiner two's alpha operand. The initial value
is ?GL_SRC_ALPHA.
?GL_RGB_SCALE: Params returns a single floating-point value
representing the current RGB texture combiner scaling factor. The initial
value is 1.0.
?GL_ALPHA_SCALE: Params returns a single floating-point value
representing the current alpha texture combiner scaling factor. The initial
value is 1.0.
?GL_COORD_REPLACE: Params returns a single boolean value
representing the current point sprite texture coordinate replacement enable
state. The initial value is ?GL_FALSE .
See external documentation.
Types:
Target = enum()
Pname = enum()
See getTexEnvfv/2
Types:
Target = enum()
Pname = enum()
Param = float()
Set texture parameters
gl:texParameter assigns the value or values in Params to the
texture parameter specified as Pname . Target defines the target
texture, either ?GL_TEXTURE_1D , ?GL_TEXTURE_2D,
?GL_TEXTURE_1D_ARRAY, ?GL_TEXTURE_2D_ARRAY,
?GL_TEXTURE_RECTANGLE , or ?GL_TEXTURE_3D. The following symbols
are accepted in Pname :
?GL_TEXTURE_BASE_LEVEL: Specifies the index of the lowest defined mipmap
level. This is an integer value. The initial value is 0.
?GL_TEXTURE_BORDER_COLOR: The data in Params specifies four values
that define the border values that should be used for border texels. If a
texel is sampled from the border of the texture, the values of
?GL_TEXTURE_BORDER_COLOR are interpreted as an RGBA color to match the
texture's internal format and substituted for the non-existent texel data. If
the texture contains depth components, the first component of
?GL_TEXTURE_BORDER_COLOR is interpreted as a depth value. The initial
value is ( 0.0, 0.0, 0.0, 0.0 ).
If the values for ?GL_TEXTURE_BORDER_COLOR are specified with
gl:texParameterIiv or gl:texParameterIuiv, the values are stored
unmodified with an internal data type of integer. If specified with
gl:texParameteriv, they are converted to floating point with the
following equation: f= 2 c+1 2 b-/1. If specified with
gl:texParameterfv , they are stored unmodified as floating-point
values.
?GL_TEXTURE_COMPARE_FUNC: Specifies the comparison operator used when
?GL_TEXTURE_COMPARE_MODE is set to ?GL_COMPARE_REF_TO_TEXTURE.
Permissible values are: Texture Comparison FunctionComputed
result
?GL_LEQUAL result={1.0 0.0 r<=(D t) r>(D t))
?GL_GEQUAL result={1.0 0.0 r>=(D t) r<(D t))
?GL_LESS result={1.0 0.0 r< (D t) r>=(D t))
?GL_GREATER result={1.0 0.0 r>(D t) r<=(D t))
?GL_EQUAL result={1.0 0.0 r=(D t) r≠(D t))
?GL_NOTEQUAL result={1.0 0.0 r≠(D t) r=(D t))
?GL_ALWAYS result= 1.0
?GL_NEVER result= 0.0
where r is the current interpolated texture coordinate, and D t is the depth
texture value sampled from the currently bound depth texture. result is
assigned to the the red channel.
?GL_TEXTURE_COMPARE_MODE: Specifies the texture comparison mode for
currently bound depth textures. That is, a texture whose internal format is
?GL_DEPTH_COMPONENT_* ; see gl:texImage2D/9 ) Permissible values
are:
?GL_COMPARE_REF_TO_TEXTURE: Specifies that the interpolated and clamped r
texture coordinate should be compared to the value in the currently bound
depth texture. See the discussion of ?GL_TEXTURE_COMPARE_FUNC for
details of how the comparison is evaluated. The result of the comparison is
assigned to the red channel.
?GL_NONE: Specifies that the red channel should be assigned the
appropriate value from the currently bound depth texture.
?GL_TEXTURE_LOD_BIAS: Params specifies a fixed bias value that is
to be added to the level-of-detail parameter for the texture before texture
sampling. The specified value is added to the shader-supplied bias value (if
any) and subsequently clamped into the implementation-defined range [( - bias
max)(bias max)], where bias max is the value of the implementation defined
constant ?GL_MAX_TEXTURE_LOD_BIAS. The initial value is 0.0.
?GL_TEXTURE_MIN_FILTER: The texture minifying function is used whenever
the level-of-detail function used when sampling from the texture determines
that the texture should be minified. There are six defined minifying
functions. Two of them use either the nearest texture elements or a weighted
average of multiple texture elements to compute the texture value. The other
four use mipmaps.
A mipmap is an ordered set of arrays representing the same image at
progressively lower resolutions. If the texture has dimensions 2 n*2 m, there
are max(n m)+1 mipmaps. The first mipmap is the original texture, with
dimensions 2 n*2 m. Each subsequent mipmap has dimensions 2(k-1)*2(l-1), where
2 k*2 l are the dimensions of the previous mipmap, until either k= 0 or l= 0.
At that point, subsequent mipmaps have dimension 1*2(l-1) or 2(k-1)*1 until
the final mipmap, which has dimension 1*1. To define the mipmaps, call
gl:texImage1D/8 , gl:texImage2D/9 , gl:texImage3D/10 ,
gl:copyTexImage1D/7 , or gl:copyTexImage2D/8 with the
level argument indicating the order of the mipmaps. Level 0 is the
original texture; level max(n m) is the final 1*1 mipmap.
Params supplies a function for minifying the texture as one of the
following:
?GL_NEAREST: Returns the value of the texture element that is nearest (in
Manhattan distance) to the specified texture coordinates.
?GL_LINEAR: Returns the weighted average of the four texture elements
that are closest to the specified texture coordinates. These can include items
wrapped or repeated from other parts of a texture, depending on the values of
?GL_TEXTURE_WRAP_S and ?GL_TEXTURE_WRAP_T , and on the exact
mapping.
?GL_NEAREST_MIPMAP_NEAREST: Chooses the mipmap that most closely matches
the size of the pixel being textured and uses the ?GL_NEAREST criterion
(the texture element closest to the specified texture coordinates) to produce
a texture value.
?GL_LINEAR_MIPMAP_NEAREST: Chooses the mipmap that most closely matches
the size of the pixel being textured and uses the ?GL_LINEAR criterion
(a weighted average of the four texture elements that are closest to the
specified texture coordinates) to produce a texture value.
?GL_NEAREST_MIPMAP_LINEAR: Chooses the two mipmaps that most closely
match the size of the pixel being textured and uses the ?GL_NEAREST
criterion (the texture element closest to the specified texture coordinates )
to produce a texture value from each mipmap. The final texture value is a
weighted average of those two values.
?GL_LINEAR_MIPMAP_LINEAR: Chooses the two mipmaps that most closely match
the size of the pixel being textured and uses the ?GL_LINEAR criterion
(a weighted average of the texture elements that are closest to the specified
texture coordinates) to produce a texture value from each mipmap. The final
texture value is a weighted average of those two values.
As more texture elements are sampled in the minification process, fewer aliasing
artifacts will be apparent. While the ?GL_NEAREST and ?GL_LINEAR
minification functions can be faster than the other four, they sample only one
or multiple texture elements to determine the texture value of the pixel being
rendered and can produce moire patterns or ragged transitions. The initial
value of ?GL_TEXTURE_MIN_FILTER is ?GL_NEAREST_MIPMAP_LINEAR .
?GL_TEXTURE_MAG_FILTER: The texture magnification function is used
whenever the level-of-detail function used when sampling from the texture
determines that the texture should be magified. It sets the texture
magnification function to either ?GL_NEAREST or ?GL_LINEAR (see
below). ?GL_NEAREST is generally faster than ?GL_LINEAR , but it
can produce textured images with sharper edges because the transition between
texture elements is not as smooth. The initial value of
?GL_TEXTURE_MAG_FILTER is ?GL_LINEAR .
?GL_NEAREST: Returns the value of the texture element that is nearest (in
Manhattan distance) to the specified texture coordinates.
?GL_LINEAR: Returns the weighted average of the texture elements that are
closest to the specified texture coordinates. These can include items wrapped
or repeated from other parts of a texture, depending on the values of
?GL_TEXTURE_WRAP_S and ?GL_TEXTURE_WRAP_T , and on the exact
mapping.
?GL_TEXTURE_MIN_LOD: Sets the minimum level-of-detail parameter. This
floating-point value limits the selection of highest resolution mipmap (lowest
mipmap level). The initial value is -1000.
?GL_TEXTURE_MAX_LOD: Sets the maximum level-of-detail parameter. This
floating-point value limits the selection of the lowest resolution mipmap
(highest mipmap level). The initial value is 1000.
?GL_TEXTURE_MAX_LEVEL: Sets the index of the highest defined mipmap
level. This is an integer value. The initial value is 1000.
?GL_TEXTURE_SWIZZLE_R: Sets the swizzle that will be applied to the r
component of a texel before it is returned to the shader. Valid values for
Param are ?GL_RED , ?GL_GREEN, ?GL_BLUE,
?GL_ALPHA, ?GL_ZERO and ?GL_ONE. If
?GL_TEXTURE_SWIZZLE_R is ?GL_RED, the value for r will be taken
from the first channel of the fetched texel. If ?GL_TEXTURE_SWIZZLE_R
is ?GL_GREEN , the value for r will be taken from the second channel of
the fetched texel. If ?GL_TEXTURE_SWIZZLE_R is ?GL_BLUE, the
value for r will be taken from the third channel of the fetched texel. If
?GL_TEXTURE_SWIZZLE_R is ?GL_ALPHA, the value for r will be
taken from the fourth channel of the fetched texel. If
?GL_TEXTURE_SWIZZLE_R is ?GL_ZERO , the value for r will be
subtituted with 0.0. If ?GL_TEXTURE_SWIZZLE_R is ?GL_ONE , the
value for r will be subtituted with 1.0. The initial value is ?GL_RED.
?GL_TEXTURE_SWIZZLE_G: Sets the swizzle that will be applied to the g
component of a texel before it is returned to the shader. Valid values for
Param and their effects are similar to those of
?GL_TEXTURE_SWIZZLE_R. The initial value is ?GL_GREEN .
?GL_TEXTURE_SWIZZLE_B: Sets the swizzle that will be applied to the b
component of a texel before it is returned to the shader. Valid values for
Param and their effects are similar to those of
?GL_TEXTURE_SWIZZLE_R. The initial value is ?GL_BLUE .
?GL_TEXTURE_SWIZZLE_A: Sets the swizzle that will be applied to the a
component of a texel before it is returned to the shader. Valid values for
Param and their effects are similar to those of
?GL_TEXTURE_SWIZZLE_R. The initial value is ?GL_ALPHA .
?GL_TEXTURE_SWIZZLE_RGBA: Sets the swizzles that will be applied to the
r, g, b, and a components of a texel before they are returned to the shader.
Valid values for Params and their effects are similar to those of
?GL_TEXTURE_SWIZZLE_R, except that all channels are specified
simultaneously. Setting the value of ?GL_TEXTURE_SWIZZLE_RGBA is
equivalent (assuming no errors are generated) to setting the parameters of
each of ?GL_TEXTURE_SWIZZLE_R , ?GL_TEXTURE_SWIZZLE_G,
?GL_TEXTURE_SWIZZLE_B, and ?GL_TEXTURE_SWIZZLE_A successively.
?GL_TEXTURE_WRAP_S: Sets the wrap parameter for texture coordinate s to
either ?GL_CLAMP_TO_EDGE , ?GL_CLAMP_TO_BORDER,
?GL_MIRRORED_REPEAT, or ?GL_REPEAT. ?GL_CLAMP_TO_EDGE
causes s coordinates to be clamped to the range [(1 2/N) 1-(1 2/N)], where N
is the size of the texture in the direction of clamping.
?GL_CLAMP_TO_BORDER evaluates s coordinates in a similar manner to
?GL_CLAMP_TO_EDGE. However, in cases where clamping would have occurred
in ?GL_CLAMP_TO_EDGE mode, the fetched texel data is substituted with
the values specified by ?GL_TEXTURE_BORDER_COLOR. ?GL_REPEAT
causes the integer part of the s coordinate to be ignored; the GL uses only
the fractional part, thereby creating a repeating pattern.
?GL_MIRRORED_REPEAT causes the s coordinate to be set to the fractional
part of the texture coordinate if the integer part of s is even; if the
integer part of s is odd, then the s texture coordinate is set to 1- frac(s),
where frac(s) represents the fractional part of s. Initially,
?GL_TEXTURE_WRAP_S is set to ?GL_REPEAT.
?GL_TEXTURE_WRAP_T: Sets the wrap parameter for texture coordinate t to
either ?GL_CLAMP_TO_EDGE , ?GL_CLAMP_TO_BORDER,
?GL_MIRRORED_REPEAT, or ?GL_REPEAT. See the discussion under
?GL_TEXTURE_WRAP_S. Initially, ?GL_TEXTURE_WRAP_T is set to
?GL_REPEAT.
?GL_TEXTURE_WRAP_R: Sets the wrap parameter for texture coordinate r to
either ?GL_CLAMP_TO_EDGE , ?GL_CLAMP_TO_BORDER,
?GL_MIRRORED_REPEAT, or ?GL_REPEAT. See the discussion under
?GL_TEXTURE_WRAP_S. Initially, ?GL_TEXTURE_WRAP_R is set to
?GL_REPEAT.
See external documentation.
Types:
Target = enum()
Pname = enum()
Param = integer()
See texParameterf/3
Types:
Target = enum()
Pname = enum()
Params = {float()}
See texParameterf/3
Types:
Target = enum()
Pname = enum()
Params = {integer()}
See texParameterf/3
Types:
Target = enum()
Pname = enum()
Return texture parameter values
gl:getTexParameter returns in Params the value or values of the
texture parameter specified as Pname . Target defines the target
texture. ?GL_TEXTURE_1D, ?GL_TEXTURE_2D, ?GL_TEXTURE_3D,
?GL_TEXTURE_1D_ARRAY, ?GL_TEXTURE_2D_ARRAY ,
?GL_TEXTURE_RECTANGLE, ?GL_TEXTURE_CUBE_MAP,
?GL_TEXTURE_CUBE_MAP_ARRAY specify one-, two-, or three-dimensional,
one-dimensional array, two-dimensional array, rectangle, cube-mapped or
cube-mapped array texturing, respectively. Pname accepts the same
symbols as gl:texParameterf/3 , with the same interpretations:
?GL_TEXTURE_MAG_FILTER: Returns the single-valued texture magnification
filter, a symbolic constant. The initial value is ?GL_LINEAR.
?GL_TEXTURE_MIN_FILTER: Returns the single-valued texture minification
filter, a symbolic constant. The initial value is
?GL_NEAREST_MIPMAP_LINEAR.
?GL_TEXTURE_MIN_LOD: Returns the single-valued texture minimum
level-of-detail value. The initial value is -1000.
?GL_TEXTURE_MAX_LOD: Returns the single-valued texture maximum
level-of-detail value. The initial value is 1000.
?GL_TEXTURE_BASE_LEVEL: Returns the single-valued base texture mipmap
level. The initial value is 0.
?GL_TEXTURE_MAX_LEVEL: Returns the single-valued maximum texture mipmap
array level. The initial value is 1000.
?GL_TEXTURE_SWIZZLE_R: Returns the red component swizzle. The initial
value is ?GL_RED .
?GL_TEXTURE_SWIZZLE_G: Returns the green component swizzle. The initial
value is ?GL_GREEN .
?GL_TEXTURE_SWIZZLE_B: Returns the blue component swizzle. The initial
value is ?GL_BLUE .
?GL_TEXTURE_SWIZZLE_A: Returns the alpha component swizzle. The initial
value is ?GL_ALPHA .
?GL_TEXTURE_SWIZZLE_RGBA: Returns the component swizzle for all channels
in a single query.
?GL_TEXTURE_WRAP_S: Returns the single-valued wrapping function for
texture coordinate s, a symbolic constant. The initial value is
?GL_REPEAT.
?GL_TEXTURE_WRAP_T: Returns the single-valued wrapping function for
texture coordinate t, a symbolic constant. The initial value is
?GL_REPEAT.
?GL_TEXTURE_WRAP_R: Returns the single-valued wrapping function for
texture coordinate r, a symbolic constant. The initial value is
?GL_REPEAT.
?GL_TEXTURE_BORDER_COLOR: Returns four integer or floating-point numbers
that comprise the RGBA color of the texture border. Floating-point values are
returned in the range [0 1]. Integer values are returned as a linear mapping
of the internal floating-point representation such that 1.0 maps to the most
positive representable integer and -1.0 maps to the most negative
representable integer. The initial value is (0, 0, 0, 0).
?GL_TEXTURE_COMPARE_MODE: Returns a single-valued texture comparison
mode, a symbolic constant. The initial value is ?GL_NONE. See
gl:texParameterf/3 .
?GL_TEXTURE_COMPARE_FUNC: Returns a single-valued texture comparison
function, a symbolic constant. The initial value is ?GL_LEQUAL. See
gl:texParameterf/3 .
In addition to the parameters that may be set with gl:texParameterf/3 ,
gl:getTexParameter accepts the following read-only parameters:
?GL_TEXTURE_IMMUTABLE_FORMAT: Returns non-zero if the texture has an
immutable format. Textures become immutable if their storage is specified with
gl:texStorage1D/4 , gl:texStorage2D/5 or
gl:texStorage3D/6 . The initial value is ?GL_FALSE .
See external documentation.
Types:
Target = enum()
Pname = enum()
See getTexParameterfv/2
Types:
Target = enum()
Level = integer()
Pname = enum()
Return texture parameter values for a specific level of detail
gl:getTexLevelParameter returns in Params texture parameter values
for a specific level-of-detail value, specified as Level .
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_TEXTURE_CUBE_MAP_POSITIVE_X ,
?GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
?GL_TEXTURE_CUBE_MAP_POSITIVE_Y, ?GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
, ?GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
?GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, or ?GL_PROXY_TEXTURE_CUBE_MAP .
?GL_MAX_TEXTURE_SIZE, and ?GL_MAX_3D_TEXTURE_SIZE are not really
descriptive enough. It has to report the largest square texture image that can
be accommodated with mipmaps and borders, but a long skinny texture, or a
texture without mipmaps and borders, may easily fit in texture memory. The
proxy targets allow the user to more accurately query whether the GL can
accommodate a texture of a given configuration. If the texture cannot be
accommodated, the texture state variables, which may be queried with
gl:getTexLevelParameter , are set to 0. If the texture can be
accommodated, the texture state values will be set as they would be set for a
non-proxy target.
Pname specifies the texture parameter whose value or values will be
returned.
The accepted parameter names are as follows:
?GL_TEXTURE_WIDTH: Params returns a single value, the width of the
texture image. This value includes the border of the texture image. The
initial value is 0.
?GL_TEXTURE_HEIGHT: Params returns a single value, the height of
the texture image. This value includes the border of the texture image. The
initial value is 0.
?GL_TEXTURE_DEPTH: Params returns a single value, the depth of the
texture image. This value includes the border of the texture image. The
initial value is 0.
?GL_TEXTURE_INTERNAL_FORMAT: Params returns a single value, the
internal format of the texture image.
?GL_TEXTURE_RED_TYPE,
?GL_TEXTURE_GREEN_TYPE,
?GL_TEXTURE_BLUE_TYPE,
?GL_TEXTURE_ALPHA_TYPE,
?GL_TEXTURE_DEPTH_TYPE: The data type used to store the component. The
types ?GL_NONE , ?GL_SIGNED_NORMALIZED,
?GL_UNSIGNED_NORMALIZED, ?GL_FLOAT, ?GL_INT , and
?GL_UNSIGNED_INT may be returned to indicate signed normalized
fixed-point, unsigned normalized fixed-point, floating-point, integer
unnormalized, and unsigned integer unnormalized components, respectively.
?GL_TEXTURE_RED_SIZE,
?GL_TEXTURE_GREEN_SIZE,
?GL_TEXTURE_BLUE_SIZE,
?GL_TEXTURE_ALPHA_SIZE,
?GL_TEXTURE_DEPTH_SIZE: The internal storage resolution of an individual
component. The resolution chosen by the GL will be a close match for the
resolution requested by the user with the component argument of
gl:texImage1D/8 , gl:texImage2D/9 , gl:texImage3D/10 ,
gl:copyTexImage1D/7 , and gl:copyTexImage2D/8 . The initial
value is 0.
?GL_TEXTURE_COMPRESSED: Params returns a single boolean value
indicating if the texture image is stored in a compressed internal format. The
initiali value is ?GL_FALSE .
?GL_TEXTURE_COMPRESSED_IMAGE_SIZE: Params returns a single integer
value, the number of unsigned bytes of the compressed texture image that would
be returned from gl:getCompressedTexImage/3 .
See external documentation.
Types:
Target = enum()
Level = integer()
Pname = enum()
See getTexLevelParameterfv/3
Types:
Target = enum()
Level = integer()
InternalFormat = integer()
Width = integer()
Border = integer()
Format = enum()
Type = enum()
Pixels = offset() | mem()
Specify a one-dimensional texture image
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:enable/1 with
argument ?GL_TEXTURE_1D.
Texture images are defined with gl:texImage1D. The arguments describe the
parameters of the texture image, such as width, width of the border,
level-of-detail number (see gl:texParameterf/3 ), and the internal
resolution and format used to store the image. The last three arguments
describe how the image is represented in memory.
If Target is ?GL_PROXY_TEXTURE_1D, no data is read from
Data , but all of the texture image state is recalculated, checked for
consistency, and checked against the implementation's capabilities. If the
implementation cannot handle a texture of the requested texture size, it sets
all of the image state to 0, but does not generate an error (see
gl:getError/0 ). To query for an entire mipmap array, use an image
array level greater than or equal to 1.
If Target is ?GL_TEXTURE_1D, data is read from Data as a
sequence of signed or unsigned bytes, shorts, or longs, or single-precision
floating-point values, depending on Type . These values are grouped
into sets of one, two, three, or four values, depending on Format , to
form elements. Each data byte is treated as eight 1-bit elements, with bit
ordering determined by ?GL_UNPACK_LSB_FIRST (see
gl:pixelStoref/2 ).
If a non-zero named buffer object is bound to the ?GL_PIXEL_UNPACK_BUFFER
target (see gl:bindBuffer/2 ) while a texture image is specified,
Data is treated as a byte offset into the buffer object's data store.
The first element corresponds to the left end of the texture array. Subsequent
elements progress left-to-right through the remaining texels in the texture
array. The final element corresponds to the right end of the texture array.
Format determines the composition of each element in Data . It can
assume one of these symbolic values:
?GL_RED: Each element is a single red component. The GL converts it to
floating point and assembles it into an RGBA element by attaching 0 for green
and blue, and 1 for alpha. Each component is then multiplied by the signed
scale factor ?GL_c_SCALE, added to the signed bias ?GL_c_BIAS,
and clamped to the range [0,1].
?GL_RG: Each element is a single red/green double The GL converts it to
floating point and assembles it into an RGBA element by attaching 0 for blue,
and 1 for alpha. Each component is then multiplied by the signed scale factor
?GL_c_SCALE, added to the signed bias ?GL_c_BIAS, and clamped to
the range [0,1].
?GL_RGB
?GL_BGR: Each element is an RGB triple. The GL converts it to floating
point and assembles it into an RGBA element by attaching 1 for alpha. Each
component is then multiplied by the signed scale factor ?GL_c_SCALE,
added to the signed bias ?GL_c_BIAS, and clamped to the range [0,1].
?GL_RGBA
?GL_BGRA: Each element contains all four components. Each component is
multiplied by the signed scale factor ?GL_c_SCALE, added to the signed
bias ?GL_c_BIAS, and clamped to the range [0,1].
?GL_DEPTH_COMPONENT: Each element is a single depth value. The GL
converts it to floating point, multiplies by the signed scale factor
?GL_DEPTH_SCALE, adds the signed bias ?GL_DEPTH_BIAS, and clamps
to the range [0,1].
If an application wants to store the texture at a certain resolution or in a
certain format, it can request the resolution and format with
InternalFormat . The GL will choose an internal representation that
closely approximates that requested by InternalFormat , but it may not
match exactly. (The representations specified by ?GL_RED, ?GL_RG
, ?GL_RGB and ?GL_RGBA must match exactly.)
InternalFormat may be one of the base internal formats shown in Table 1,
below
InternalFormat may also be one of the sized internal formats shown in
Table 2, below
Finally, InternalFormat may also be one of the generic or compressed
compressed texture formats shown in Table 3 below
If the InternalFormat parameter is one of the generic compressed formats,
?GL_COMPRESSED_RED , ?GL_COMPRESSED_RG,
?GL_COMPRESSED_RGB, or ?GL_COMPRESSED_RGBA, the GL will replace
the internal format with the symbolic constant for a specific internal format
and compress the texture before storage. If no corresponding internal format
is available, or the GL can not compress that image for any reason, the
internal format is instead replaced with a corresponding base internal format.
If the InternalFormat parameter is ?GL_SRGB, ?GL_SRGB8,
?GL_SRGB_ALPHA or ?GL_SRGB8_ALPHA8, the texture is treated as if
the red, green, or blue components are encoded in the sRGB color space. Any
alpha component is left unchanged. The conversion from the sRGB encoded
component c s to a linear component c l is:
c l={ c s/12.92if c s≤ 0.04045( c s+0.055/1.055) 2.4if c s> 0.04045
Assume c s is the sRGB component in the range [0,1].
Use the ?GL_PROXY_TEXTURE_1D target to try out a resolution and format.
The implementation will update and recompute its best match for the requested
storage resolution and format. To then query this state, call
gl:getTexLevelParameterfv/3 . If the texture cannot be accommodated,
texture state is set to 0.
A one-component texture image uses only the red component of the RGBA color from
Data . A two-component image uses the R and A values. A three-component
image uses the R, G, and B values. A four-component image uses all of the RGBA
components.
Image-based shadowing can be enabled by comparing texture r coordinates to depth
texture values to generate a boolean result. See gl:texParameterf/3 for
details on texture comparison.
See external documentation.
Types:
Target = enum()
Level = integer()
InternalFormat = integer()
Width = integer()
Height = integer()
Border = integer()
Format = enum()
Type = enum()
Pixels = offset() | mem()
Specify a two-dimensional texture image
Texturing allows elements of an image array to be read by shaders.
To define texture images, call gl:texImage2D. The arguments describe the
parameters of the texture image, such as height, width, width of the border,
level-of-detail number (see gl:texParameterf/3 ), and number of color
components provided. The last three arguments describe how the image is
represented in memory.
If Target is ?GL_PROXY_TEXTURE_2D,
?GL_PROXY_TEXTURE_1D_ARRAY, ?GL_PROXY_TEXTURE_CUBE_MAP , or
?GL_PROXY_TEXTURE_RECTANGLE, no data is read from Data , but all
of the texture image state is recalculated, checked for consistency, and
checked against the implementation's capabilities. If the implementation
cannot handle a texture of the requested texture size, it sets all of the
image state to 0, but does not generate an error (see gl:getError/0 ).
To query for an entire mipmap array, use an image array level greater than or
equal to 1.
If Target is ?GL_TEXTURE_2D, ?GL_TEXTURE_RECTANGLE or one
of the ?GL_TEXTURE_CUBE_MAP targets, data is read from Data as a
sequence of signed or unsigned bytes, shorts, or longs, or single-precision
floating-point values, depending on Type . These values are grouped
into sets of one, two, three, or four values, depending on Format , to
form elements. Each data byte is treated as eight 1-bit elements, with bit
ordering determined by ?GL_UNPACK_LSB_FIRST (see
gl:pixelStoref/2 ).
If Target is ?GL_TEXTURE_1D_ARRAY, data is interpreted as an array
of one-dimensional images.
If a non-zero named buffer object is bound to the ?GL_PIXEL_UNPACK_BUFFER
target (see gl:bindBuffer/2 ) while a texture image is specified,
Data is treated as a byte offset into the buffer object's data store.
The first element corresponds to the lower left corner of the texture image.
Subsequent elements progress left-to-right through the remaining texels in the
lowest row of the texture image, and then in successively higher rows of the
texture image. The final element corresponds to the upper right corner of the
texture image.
Format determines the composition of each element in Data . It can
assume one of these symbolic values:
?GL_RED: Each element is a single red component. The GL converts it to
floating point and assembles it into an RGBA element by attaching 0 for green
and blue, and 1 for alpha. Each component is then multiplied by the signed
scale factor ?GL_c_SCALE, added to the signed bias ?GL_c_BIAS,
and clamped to the range [0,1].
?GL_RG: Each element is a red/green double. The GL converts it to
floating point and assembles it into an RGBA element by attaching 0 for blue,
and 1 for alpha. Each component is then multiplied by the signed scale factor
?GL_c_SCALE, added to the signed bias ?GL_c_BIAS, and clamped to
the range [0,1].
?GL_RGB
?GL_BGR: Each element is an RGB triple. The GL converts it to floating
point and assembles it into an RGBA element by attaching 1 for alpha. Each
component is then multiplied by the signed scale factor ?GL_c_SCALE,
added to the signed bias ?GL_c_BIAS, and clamped to the range [0,1].
?GL_RGBA
?GL_BGRA: Each element contains all four components. Each component is
multiplied by the signed scale factor ?GL_c_SCALE, added to the signed
bias ?GL_c_BIAS, and clamped to the range [0,1].
?GL_DEPTH_COMPONENT: Each element is a single depth value. The GL
converts it to floating point, multiplies by the signed scale factor
?GL_DEPTH_SCALE, adds the signed bias ?GL_DEPTH_BIAS, and clamps
to the range [0,1].
?GL_DEPTH_STENCIL: Each element is a pair of depth and stencil values.
The depth component of the pair is interpreted as in
?GL_DEPTH_COMPONENT. The stencil component is interpreted based on
specified the depth + stencil internal format.
If an application wants to store the texture at a certain resolution or in a
certain format, it can request the resolution and format with
InternalFormat . The GL will choose an internal representation that
closely approximates that requested by InternalFormat , but it may not
match exactly. (The representations specified by ?GL_RED, ?GL_RG
, ?GL_RGB, and ?GL_RGBA must match exactly.)
InternalFormat may be one of the base internal formats shown in Table 1,
below
InternalFormat may also be one of the sized internal formats shown in
Table 2, below
Finally, InternalFormat may also be one of the generic or compressed
compressed texture formats shown in Table 3 below
If the InternalFormat parameter is one of the generic compressed formats,
?GL_COMPRESSED_RED , ?GL_COMPRESSED_RG,
?GL_COMPRESSED_RGB, or ?GL_COMPRESSED_RGBA, the GL will replace
the internal format with the symbolic constant for a specific internal format
and compress the texture before storage. If no corresponding internal format
is available, or the GL can not compress that image for any reason, the
internal format is instead replaced with a corresponding base internal format.
If the InternalFormat parameter is ?GL_SRGB, ?GL_SRGB8,
?GL_SRGB_ALPHA , or ?GL_SRGB8_ALPHA8, the texture is treated as
if the red, green, or blue components are encoded in the sRGB color space. Any
alpha component is left unchanged. The conversion from the sRGB encoded
component c s to a linear component c l is:
c l={ c s/12.92if c s≤ 0.04045( c s+0.055/1.055) 2.4if c s> 0.04045
Assume c s is the sRGB component in the range [0,1].
Use the ?GL_PROXY_TEXTURE_2D, ?GL_PROXY_TEXTURE_1D_ARRAY,
?GL_PROXY_TEXTURE_RECTANGLE , or ?GL_PROXY_TEXTURE_CUBE_MAP
target to try out a resolution and format. The implementation will update and
recompute its best match for the requested storage resolution and format. To
then query this state, call gl:getTexLevelParameterfv/3 . If the
texture cannot be accommodated, texture state is set to 0.
A one-component texture image uses only the red component of the RGBA color
extracted from Data . A two-component image uses the R and G values. A
three-component image uses the R, G, and B values. A four-component image uses
all of the RGBA components.
Image-based shadowing can be enabled by comparing texture r coordinates to depth
texture values to generate a boolean result. See gl:texParameterf/3 for
details on texture comparison.
See external documentation.
Types:
Target = enum()
Level = integer()
Format = enum()
Type = enum()
Pixels = mem()
Return a texture image
gl:getTexImage returns a texture image into Img . 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:texImage3D/10 ( ?GL_TEXTURE_2D_ARRAY ,
?GL_TEXTURE_3D). Level specifies the level-of-detail number 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.
If a non-zero named buffer object is bound to the ?GL_PIXEL_PACK_BUFFER
target (see gl:bindBuffer/2 ) while a texture image is requested,
Img is treated as a byte offset into the buffer object's data store.
To understand the operation of gl:getTexImage, consider the selected
internal four-component texture image to be an RGBA color buffer the size of
the image. The semantics of gl:getTexImage are then identical to those
of gl:readPixels/7 , with the exception that no pixel transfer
operations are performed, when called with the same Format and
Type , with x and y set to 0, width set to the
width of the texture image and height set to 1 for 1D images, or to the
height of the texture image for 2D images.
If the selected texture image does not contain four components, the following
mappings are applied. Single-component textures are treated as RGBA buffers
with red set to the single-component value, green set to 0, blue set to 0, and
alpha set to 1. Two-component textures are treated as RGBA buffers with red
set to the value of component zero, alpha set to the value of component one,
and green and blue set to 0. Finally, three-component textures are treated as
RGBA buffers with red set to component zero, green set to component one, blue
set to component two, and alpha set to 1.
To determine the required size of Img , use
gl:getTexLevelParameterfv/3 to determine the dimensions of the internal
texture image, then scale the required number of pixels by the storage
required for each pixel, based on Format and Type . Be sure to
take the pixel storage parameters into account, especially
?GL_PACK_ALIGNMENT .
See external documentation.
Types:
N = integer()
Generate texture names
gl:genTextures 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.
The generated textures have no dimensionality; they assume the dimensionality of
the texture target to which they are first bound (see gl:bindTexture/2
).
Texture names returned by a call to gl:genTextures are not returned by
subsequent calls, unless they are first deleted with
gl:deleteTextures/1 .
See external documentation.
Types:
Textures = [integer()]
Delete named textures
gl:deleteTextures deletes N textures named by the elements of the
array Textures . After a texture is deleted, it has no contents 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 texture).
gl:deleteTextures silently ignores 0's and names that do not correspond
to existing textures.
See external documentation.
Types:
Target = enum()
Texture = integer()
Bind a named texture to a texturing target
gl:bindTexture lets you create or use a named texture. Calling
gl:bindTexture with Target set to ?GL_TEXTURE_1D,
?GL_TEXTURE_2D, ?GL_TEXTURE_3D , or ?GL_TEXTURE_1D_ARRAY,
?GL_TEXTURE_2D_ARRAY, ?GL_TEXTURE_RECTANGLE ,
?GL_TEXTURE_CUBE_MAP, ?GL_TEXTURE_2D_MULTISAMPLE or
?GL_TEXTURE_2D_MULTISAMPLE_ARRAY and Texture 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.
Texture names are unsigned integers. The value zero is reserved to represent the
default texture for each texture target. Texture names and the corresponding
texture contents are local to the shared object space of the current GL
rendering context; two rendering contexts share texture names only if they
explicitly enable sharing between contexts through the appropriate GL windows
interfaces functions.
You must use gl:genTextures/1 to generate a set of new texture names.
When a texture is first bound, it assumes the specified target: A texture first
bound to ?GL_TEXTURE_1D becomes one-dimensional texture, a texture
first bound to ?GL_TEXTURE_2D becomes two-dimensional texture, a
texture first bound to ?GL_TEXTURE_3D becomes three-dimensional
texture, a texture first bound to ?GL_TEXTURE_1D_ARRAY becomes
one-dimensional array texture, a texture first bound to
?GL_TEXTURE_2D_ARRAY becomes two-dimensional arary texture, a texture
first bound to ?GL_TEXTURE_RECTANGLE becomes rectangle texture, a,
texture first bound to ?GL_TEXTURE_CUBE_MAP becomes a cube-mapped
texture, a texture first bound to ?GL_TEXTURE_2D_MULTISAMPLE becomes a
two-dimensional multisampled texture, and a texture first bound to
?GL_TEXTURE_2D_MULTISAMPLE_ARRAY becomes a two-dimensional multisampled
array texture. The state of a one-dimensional texture immediately after it is
first bound is equivalent to the state of the default ?GL_TEXTURE_1D at
GL initialization, and similarly for the other texture types.
While a texture is bound, GL operations on the target to which it is bound
affect the bound texture, and queries of the target to which it is bound
return state from the bound texture. In effect, the texture targets become
aliases for the textures currently bound to them, and the texture name zero
refers to the default textures that were bound to them at initialization.
A texture binding created with gl:bindTexture remains active until a
different texture is bound to the same target, or until the bound texture is
deleted with gl:deleteTextures/1 .
Once created, a named texture may be re-bound to its same original target as
often as needed. It is usually much faster to use gl:bindTexture to
bind an existing named texture to one of the texture targets than it is to
reload the texture image using gl:texImage1D/8 , gl:texImage2D/9
, gl:texImage3D/10 or another similar function.
See external documentation.
Types:
Textures = [integer()]
Priorities = [clamp()]
Set texture residence priority
gl:prioritizeTextures assigns the N texture priorities given in
Priorities to the N textures named in Textures .
The GL establishes a working set of textures that are resident in texture
memory. These textures may be bound to a texture target much more efficiently
than textures that are not resident. By specifying a priority for each
texture, gl:prioritizeTextures allows applications to guide the GL
implementation in determining which textures should be resident.
The priorities given in Priorities are clamped to the range [0 1] before
they are assigned. 0 indicates the lowest priority; textures with priority 0
are least likely to be resident. 1 indicates the highest priority; textures
with priority 1 are most likely to be resident. However, textures are not
guaranteed to be resident until they are used.
gl:prioritizeTextures silently ignores attempts to prioritize texture 0
or any texture name that does not correspond to an existing texture.
gl:prioritizeTextures does not require that any of the textures named by
Textures be bound to a texture target. gl:texParameterf/3 may
also be used to set a texture's priority, but only if the texture is currently
bound. This is the only way to set the priority of a default texture.
See external documentation.
Types:
Textures = [integer()]
Determine if textures are loaded in texture memory
GL establishes a working set of textures that are resident in texture
memory. These textures can be bound to a texture target much more efficiently
than textures that are not resident.
gl:areTexturesResident queries the texture residence status of the
N textures named by the elements of Textures . If all the named
textures are resident, gl:areTexturesResident returns ?GL_TRUE,
and the contents of Residences are undisturbed. If not all the named
textures are resident, gl:areTexturesResident returns ?GL_FALSE,
and detailed status is returned in the N elements of Residences
. If an element of Residences is ?GL_TRUE, then the texture
named by the corresponding element of Textures is resident.
The residence status of a single bound texture may also be queried by calling
gl:getTexParameterfv/2 with the target argument set to the
target to which the texture is bound, and the pname argument set to
?GL_TEXTURE_RESIDENT. This is the only way that the residence status of
a default texture can be queried.
See external documentation.
Types:
Texture = integer()
Determine if a name corresponds to a texture
gl:isTexture 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 returns ?GL_FALSE.
A name returned by gl:genTextures/1 , but not yet associated with a
texture by calling gl:bindTexture/2 , is not the name of a texture.
See external documentation.
Types:
Target = enum()
Level = integer()
Xoffset = integer()
Width = integer()
Format = enum()
Type = enum()
Pixels = offset() | mem()
glTexSubImage
See external documentation.
Types:
Target = enum()
Level = integer()
Xoffset = integer()
Yoffset = integer()
Width = integer()
Height = integer()
Format = enum()
Type = enum()
Pixels = offset() | mem()
glTexSubImage
See external documentation.
Types:
Target = enum()
Level = integer()
Internalformat = enum()
X = integer()
Y = integer()
Width = integer()
Border = integer()
Copy pixels into a 1D texture image
gl:copyTexImage1D defines a one-dimensional texture image with pixels
from the current ?GL_READ_BUFFER.
The screen-aligned pixel row with left corner at (x y) and with a length of
width+2(border) defines the texture array at the mipmap level specified by
Level . Internalformat specifies the internal format of the
texture array.
The pixels in the row are processed exactly as if gl:readPixels/7 had
been called, but the process stops just before final conversion. At this point
all pixel component values are clamped to the range [0 1] and then converted
to the texture's internal format for storage in the texel array.
Pixel ordering is such that lower x screen coordinates correspond to lower
texture coordinates.
If any of the pixels within the specified row of the current
?GL_READ_BUFFER are outside the window associated with the current
rendering context, then the values obtained for those pixels are undefined.
gl:copyTexImage1D defines a one-dimensional texture image with pixels
from the current ?GL_READ_BUFFER.
When Internalformat is one of the sRGB types, the GL does not
automatically convert the source pixels to the sRGB color space. In this case,
the gl:pixelMap function can be used to accomplish the conversion.
See external documentation.
Types:
Target = enum()
Level = integer()
Internalformat = enum()
X = integer()
Y = integer()
Width = integer()
Height = integer()
Border = integer()
Copy pixels into a 2D texture image
gl:copyTexImage2D defines a two-dimensional texture image, or cube-map
texture image with pixels from the current ?GL_READ_BUFFER.
The screen-aligned pixel rectangle with lower left corner at ( X ,
Y ) and with a width of width+2(border) and a height of
height+2(border) defines the texture array at the mipmap level specified by
Level . Internalformat specifies the internal format of the
texture array.
The pixels in the rectangle are processed exactly as if gl:readPixels/7
had been called, but the process stops just before final conversion. At this
point all pixel component values are clamped to the range [0 1] and then
converted to the texture's internal format for storage in the texel array.
Pixel ordering is such that lower x and y screen coordinates correspond to lower
s and t texture coordinates.
If any of the pixels within the specified rectangle of the current
?GL_READ_BUFFER are outside the window associated with the current
rendering context, then the values obtained for those pixels are undefined.
When Internalformat is one of the sRGB types, the GL does not
automatically convert the source pixels to the sRGB color space. In this case,
the gl:pixelMap function can be used to accomplish the conversion.
See external documentation.
Types:
Target = enum()
Level = integer()
Xoffset = integer()
X = integer()
Y = integer()
Width = integer()
Copy a one-dimensional texture subimage
gl:copyTexSubImage1D replaces a portion of a one-dimensional texture
image with pixels from the current ?GL_READ_BUFFER (rather than from
main memory, as is the case for gl:texSubImage1D/7 ).
The screen-aligned pixel row with left corner at ( X , Y ), and
with length Width replaces the portion of the texture array with x
indices Xoffset through xoffset +width-1, inclusive. The destination in
the texture array may not include any texels outside the texture array as it
was originally specified.
The pixels in the row are processed exactly as if gl:readPixels/7 had
been called, but the process stops just before final conversion. At this
point, all pixel component values are clamped to the range [0 1] and then
converted to the texture's internal format for storage in the texel array.
It is not an error to specify a subtexture with zero width, but such a
specification has no effect. If any of the pixels within the specified row of
the current ?GL_READ_BUFFER are outside the read window associated with
the current rendering context, then the values obtained for those pixels are
undefined.
No change is made to the internalformat, width, or border
parameters of the specified texture array or to texel values outside the
specified subregion.
See external documentation.
Types:
Target = enum()
Level = integer()
Xoffset = integer()
Yoffset = integer()
X = integer()
Y = integer()
Width = integer()
Height = integer()
Copy a two-dimensional texture subimage
gl:copyTexSubImage2D replaces a rectangular portion of a two-dimensional
texture image or cube-map texture image with pixels from the current
?GL_READ_BUFFER (rather than from main memory, as is the case for
gl:texSubImage1D/7 ).
The screen-aligned pixel rectangle with lower left corner at (x y) and with
width Width and height Height replaces the portion of the
texture array with x indices Xoffset through xoffset+width-1,
inclusive, and y indices Yoffset through yoffset+height -1, inclusive,
at the mipmap level specified by Level .
The pixels in the rectangle are processed exactly as if gl:readPixels/7
had been called, but the process stops just before final conversion. At this
point, all pixel component values are clamped to the range [0 1] and then
converted to the texture's internal format for storage in the texel array.
The destination rectangle in the texture array may not include any texels
outside the texture array as it was originally specified. It is not an error
to specify a subtexture with zero width or height, but such a specification
has no effect.
If any of the pixels within the specified rectangle of the current
?GL_READ_BUFFER are outside the read window associated with the current
rendering context, then the values obtained for those pixels are undefined.
No change is made to the internalformat, width, height, or
border parameters of the specified texture array or to texel values
outside the specified subregion.
See external documentation.
Types:
Target = enum()
U1 = float()
U2 = float()
Stride = integer()
Order = integer()
Points = binary()
glMap
See external documentation.
Types:
Target = enum()
U1 = float()
U2 = float()
Stride = integer()
Order = integer()
Points = binary()
glMap
See external documentation.
Types:
Target = enum()
U1 = float()
U2 = float()
Ustride = integer()
Uorder = integer()
V1 = float()
V2 = float()
Vstride = integer()
Vorder = integer()
Points = binary()
glMap
See external documentation.
Types:
Target = enum()
U1 = float()
U2 = float()
Ustride = integer()
Uorder = integer()
V1 = float()
V2 = float()
Vstride = integer()
Vorder = integer()
Points = binary()
glMap
See external documentation.
Types:
Target = enum()
Query = enum()
V = mem()
Return evaluator parameters
gl:map1d/6 and gl:map1d/6 define evaluators. gl:getMap
returns evaluator parameters. Target chooses a map, Query
selects a specific parameter, and V points to storage where the values
will be returned.
The acceptable values for the Target parameter are described in the
gl:map1d/6 and gl:map1d/6 reference pages.
Query can assume the following values:
?GL_COEFF: V returns the control points for the evaluator
function. One-dimensional evaluators return order control points, and
two-dimensional evaluators return uorder*vorder control points. Each control
point consists of one, two, three, or four integer, single-precision
floating-point, or double-precision floating-point values, depending on the
type of the evaluator. The GL returns two-dimensional control points in
row-major order, incrementing the uorder index quickly and the vorder index
after each row. Integer values, when requested, are computed by rounding the
internal floating-point values to the nearest integer values.
?GL_ORDER: V returns the order of the evaluator function.
One-dimensional evaluators return a single value, order. The initial value is
1. Two-dimensional evaluators return two values, uorder and vorder. The
initial value is 1,1.
?GL_DOMAIN: V returns the linear u and v mapping parameters.
One-dimensional evaluators return two values, u1 and u2, as specified by
gl:map1d/6 . Two-dimensional evaluators return four values ( u1, u2,
v1, and v2) as specified by gl:map1d/6 . Integer values, when
requested, are computed by rounding the internal floating-point values to the
nearest integer values.
See external documentation.
Types:
Target = enum()
Query = enum()
V = mem()
See getMapdv/3
Types:
Target = enum()
Query = enum()
V = mem()
See getMapdv/3
Types:
U = float()
Evaluate enabled one- and two-dimensional maps
gl:evalCoord1 evaluates enabled one-dimensional maps at argument U
. gl:evalCoord2 does the same for two-dimensional maps using two domain
values, U and V . To define a map, call gl:map1d/6 and
gl:map1d/6 ; to enable and disable it, call gl:enable/1 and
gl:enable/1 .
When one of the gl:evalCoord commands is issued, all currently enabled
maps of the indicated dimension are evaluated. Then, for each enabled map, it
is as if the corresponding GL command had been issued with the computed value.
That is, if ?GL_MAP1_INDEX or ?GL_MAP2_INDEX is enabled, a
gl:indexd/1 command is simulated. If ?GL_MAP1_COLOR_4 or
?GL_MAP2_COLOR_4 is enabled, a gl:color3b/3 command is
simulated. If ?GL_MAP1_NORMAL or ?GL_MAP2_NORMAL is enabled, a
normal vector is produced, and if any of ?GL_MAP1_TEXTURE_COORD_1,
?GL_MAP1_TEXTURE_COORD_2 , ?GL_MAP1_TEXTURE_COORD_3,
?GL_MAP1_TEXTURE_COORD_4, ?GL_MAP2_TEXTURE_COORD_1 ,
?GL_MAP2_TEXTURE_COORD_2, ?GL_MAP2_TEXTURE_COORD_3, or
?GL_MAP2_TEXTURE_COORD_4 is enabled, then an appropriate
gl:texCoord1d/1 command is simulated.
For color, color index, normal, and texture coordinates the GL uses evaluated
values instead of current values for those evaluations that are enabled, and
current values otherwise, However, the evaluated values do not update the
current values. Thus, if gl:vertex2d/2 commands are interspersed with
gl:evalCoord commands, the color, normal, and texture coordinates
associated with the gl:vertex2d/2 commands are not affected by the
values generated by the gl:evalCoord commands, but only by the most
recent gl:color3b/3 , gl:indexd/1 , gl:normal3b/3 , and
gl:texCoord1d/1 commands.
No commands are issued for maps that are not enabled. If more than one texture
evaluation is enabled for a particular dimension (for example,
?GL_MAP2_TEXTURE_COORD_1 and ?GL_MAP2_TEXTURE_COORD_2 ), then
only the evaluation of the map that produces the larger number of coordinates
(in this case, ?GL_MAP2_TEXTURE_COORD_2) is carried out.
?GL_MAP1_VERTEX_4 overrides ?GL_MAP1_VERTEX_3, and
?GL_MAP2_VERTEX_4 overrides ?GL_MAP2_VERTEX_3 , in the same
manner. If neither a three- nor a four-component vertex map is enabled for the
specified dimension, the gl:evalCoord command is ignored.
If you have enabled automatic normal generation, by calling gl:enable/1
with argument ?GL_AUTO_NORMAL, gl:evalCoord2 generates surface
normals analytically, regardless of the contents or enabling of the
?GL_MAP2_NORMAL map. Let
m=((∂ p)/(∂ u))*((∂ p)/(∂
v))
Then the generated normal n is n= m/(||m||)
If automatic normal generation is disabled, the corresponding normal map
?GL_MAP2_NORMAL , if enabled, is used to produce a normal. If neither
automatic normal generation nor a normal map is enabled, no normal is
generated for gl:evalCoord2 commands.
See external documentation.
Types:
U = float()
See evalCoord1d/1
Types:
U = {U::float()}
Equivalent to evalCoord1d(U).
Types:
U = {U::float()}
Equivalent to evalCoord1f(U).
Types:
U = float()
V = float()
See evalCoord1d/1
Types:
U = float()
V = float()
See evalCoord1d/1
Types:
U = {U::float(), V::float()}
Equivalent to evalCoord2d(U, V).
Types:
U = {U::float(), V::float()}
Equivalent to evalCoord2f(U, V).
Types:
Un = integer()
U1 = float()
U2 = float()
Define a one- or two-dimensional mesh
gl:mapGrid and gl:evalMesh1/3 are used together to efficiently
generate and evaluate a series of evenly-spaced map domain values.
gl:evalMesh1/3 steps through the integer domain of a one- or
two-dimensional grid, whose range is the domain of the evaluation maps
specified by gl:map1d/6 and gl:map1d/6 .
gl:mapGrid1 and gl:mapGrid2 specify the linear grid mappings
between the i (or i and j) integer grid coordinates, to the u (or u and v)
floating-point evaluation map coordinates. See gl:map1d/6 and
gl:map1d/6 for details of how u and v coordinates are evaluated.
gl:mapGrid1 specifies a single linear mapping such that integer grid
coordinate 0 maps exactly to U1 , and integer grid coordinate Un
maps exactly to U2 . All other integer grid coordinates i are mapped so
that
u= i(u2-u1)/un+u1
gl:mapGrid2 specifies two such linear mappings. One maps integer grid
coordinate i= 0 exactly to U1 , and integer grid coordinate i= un
exactly to U2 . The other maps integer grid coordinate j= 0 exactly to
V1 , and integer grid coordinate j= vn exactly to V2 . Other
integer grid coordinates i and j are mapped such that
u= i(u2-u1)/un+u1
v= j(v2-v1)/vn+v1
The mappings specified by gl:mapGrid are used identically by
gl:evalMesh1/3 and gl:evalPoint1/1 .
See external documentation.
Types:
Un = integer()
U1 = float()
U2 = float()
See mapGrid1d/3
Types:
Un = integer()
U1 = float()
U2 = float()
Vn = integer()
V1 = float()
V2 = float()
See mapGrid1d/3
Types:
Un = integer()
U1 = float()
U2 = float()
Vn = integer()
V1 = float()
V2 = float()
See mapGrid1d/3
Types:
I = integer()
Generate and evaluate a single point in a mesh
gl:mapGrid1d/3 and gl:evalMesh1/3 are used in tandem to
efficiently generate and evaluate a series of evenly spaced map domain values.
gl:evalPoint can be used to evaluate a single grid point in the same
gridspace that is traversed by gl:evalMesh1/3 . Calling
gl:evalPoint1 is equivalent to calling glEvalCoord1( i.Δ u+u
1 ); where Δ u=(u 2-u 1)/n
and n, u 1, and u 2 are the arguments to the most recent gl:mapGrid1d/3
command. The one absolute numeric requirement is that if i= n, then the value
computed from i.Δ u+u 1 is exactly u 2.
In the two-dimensional case, gl:evalPoint2, let
Δ u=(u 2-u 1)/n
Δ v=(v 2-v 1)/m
where n, u 1, u 2, m, v 1, and v 2 are the arguments to the most recent
gl:mapGrid1d/3 command. Then the gl:evalPoint2 command is
equivalent to calling glEvalCoord2( i. Δ u+u 1, j.Δ v+v 1
); The only absolute numeric requirements are that if i= n, then the value
computed from i.Δ u+u 1 is exactly u 2, and if j= m, then the value
computed from j.Δ v+v 1 is exactly v 2.
See external documentation.
Types:
I = integer()
J = integer()
See evalPoint1/1
Types:
Mode = enum()
I1 = integer()
I2 = integer()
Compute a one- or two-dimensional grid of points or lines
gl:mapGrid1d/3 and gl:evalMesh are used in tandem to efficiently
generate and evaluate a series of evenly-spaced map domain values.
gl:evalMesh steps through the integer domain of a one- or
two-dimensional grid, whose range is the domain of the evaluation maps
specified by gl:map1d/6 and gl:map1d/6 . Mode determines
whether the resulting vertices are connected as points, lines, or filled
polygons.
In the one-dimensional case, gl:evalMesh1, the mesh is generated as if
the following code fragment were executed:
glBegin( Type ); for ( i = I1 ; i <= I2 ; i += 1 )
glEvalCoord1( i.Δ u+u 1 ); glEnd(); where
Δ u=(u 2-u 1)/n
and n, u 1, and u 2 are the arguments to the most recent gl:mapGrid1d/3
command. type is ?GL_POINTS if Mode is ?GL_POINT,
or ?GL_LINES if Mode is ?GL_LINE.
The one absolute numeric requirement is that if i= n, then the value computed
from i. Δ u+u 1 is exactly u 2.
In the two-dimensional case, gl:evalMesh2, let .cp Δ u=(u 2-u
1)/n
Δ v=(v 2-v 1)/m
where n, u 1, u 2, m, v 1, and v 2 are the arguments to the most recent
gl:mapGrid1d/3 command. Then, if Mode is ?GL_FILL, the
gl:evalMesh2 command is equivalent to:
for ( j = J1 ; j < J2 ; j += 1 ) { glBegin( GL_QUAD_STRIP );
for ( i = I1 ; i <= I2 ; i += 1 ) { glEvalCoord2(
i.Δ u+u 1, j.Δ v+v 1 ); glEvalCoord2( i.Δ u+u
1,(j+1).Δ v+v 1 ); } glEnd(); }
If Mode is ?GL_LINE, then a call to gl:evalMesh2 is
equivalent to:
for ( j = J1 ; j <= J2 ; j += 1 ) { glBegin( GL_LINE_STRIP );
for ( i = I1 ; i <= I2 ; i += 1 ) glEvalCoord2( i.Δ
u+u 1, j.Δ v+v 1 ); glEnd(); } for ( i = I1 ; i <=
I2 ; i += 1 ) { glBegin( GL_LINE_STRIP ); for ( j = J1 ; j <=
J1 ; j += 1 ) glEvalCoord2( i.Δ u+u 1, j. Δ v+v 1
); glEnd(); }
And finally, if Mode is ?GL_POINT, then a call to
gl:evalMesh2 is equivalent to:
glBegin( GL_POINTS ); for ( j = J1 ; j <= J2 ; j += 1 ) for ( i
= I1 ; i <= I2 ; i += 1 ) glEvalCoord2( i.Δ u+u 1,
j.Δ v+v 1 ); glEnd();
In all three cases, the only absolute numeric requirements are that if i= n,
then the value computed from i.Δ u+u 1 is exactly u 2, and if j= m,
then the value computed from j.Δ v+v 1 is exactly v 2.
See external documentation.
Types:
Mode = enum()
I1 = integer()
I2 = integer()
J1 = integer()
J2 = integer()
See evalMesh1/3
Types:
Pname = enum()
Param = float()
Specify fog parameters
Fog is initially disabled. While enabled, fog affects rasterized geometry,
bitmaps, and pixel blocks, but not buffer clear operations. To enable and
disable fog, call gl:enable/1 and gl:enable/1 with argument
?GL_FOG.
gl:fog assigns the value or values in Params to the fog parameter
specified by Pname . The following values are accepted for Pname
:
?GL_FOG_MODE: Params is a single integer or floating-point value
that specifies the equation to be used to compute the fog blend factor, f.
Three symbolic constants are accepted: ?GL_LINEAR, ?GL_EXP, and
?GL_EXP2. The equations corresponding to these symbolic constants are
defined below. The initial fog mode is ?GL_EXP.
?GL_FOG_DENSITY: Params is a single integer or floating-point
value that specifies density, the fog density used in both exponential fog
equations. Only nonnegative densities are accepted. The initial fog density is
1.
?GL_FOG_START: Params is a single integer or floating-point value
that specifies start, the near distance used in the linear fog equation. The
initial near distance is 0.
?GL_FOG_END: Params is a single integer or floating-point value
that specifies end, the far distance used in the linear fog equation. The
initial far distance is 1.
?GL_FOG_INDEX: Params is a single integer or floating-point value
that specifies i f, the fog color index. The initial fog index is 0.
?GL_FOG_COLOR: Params contains four integer or floating-point
values that specify C f, the fog color. Integer values are mapped linearly
such that the most positive representable value maps to 1.0, and the most
negative representable value maps to -1.0. Floating-point values are mapped
directly. After conversion, all color components are clamped to the range [0
1]. The initial fog color is (0, 0, 0, 0).
?GL_FOG_COORD_SRC: Params contains either of the following
symbolic constants: ?GL_FOG_COORD or ?GL_FRAGMENT_DEPTH.
?GL_FOG_COORD specifies that the current fog coordinate should be used
as distance value in the fog color computation. ?GL_FRAGMENT_DEPTH
specifies that the current fragment depth should be used as distance value in
the fog computation.
Fog blends a fog color with each rasterized pixel fragment's post-texturing
color using a blending factor f. Factor f is computed in one of three ways,
depending on the fog mode. Let c be either the distance in eye coordinate from
the origin (in the case that the ?GL_FOG_COORD_SRC is
?GL_FRAGMENT_DEPTH) or the current fog coordinate (in the case that
?GL_FOG_COORD_SRC is ?GL_FOG_COORD). The equation for
?GL_LINEAR fog is f=(end-c)/(end-start)
The equation for ?GL_EXP fog is f= e(-(density. c))
The equation for ?GL_EXP2 fog is f= e(-(density. c)) 2
Regardless of the fog mode, f is clamped to the range [0 1] after it is
computed. Then, if the GL is in RGBA color mode, the fragment's red, green,
and blue colors, represented by C r, are replaced by
(C r)"= f*C r+(1-f)*C f
Fog does not affect a fragment's alpha component.
In color index mode, the fragment's color index i r is replaced by
(i r)"= i r+(1-f)*i f
See external documentation.
Types:
Pname = enum()
Param = integer()
See fogf/2
Types:
Pname = enum()
Params = {float()}
See fogf/2
Types:
Pname = enum()
Params = {integer()}
See fogf/2
Types:
Size = integer()
Type = enum()
Buffer = mem()
Controls feedback mode
The gl:feedbackBuffer 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, information about
primitives that would have been rasterized is fed back to the application
using the GL.
gl:feedbackBuffer has three arguments: Buffer is a pointer to an
array of floating-point values into which feedback information is placed.
Size indicates the size of the array. Type is a symbolic
constant describing the information that is fed back for each vertex.
gl:feedbackBuffer must be issued before feedback mode is enabled (by
calling gl:renderMode/1 with argument ?GL_FEEDBACK). Setting
?GL_FEEDBACK without establishing the feedback buffer, or calling
gl:feedbackBuffer while the GL is in feedback mode, is an error.
When gl:renderMode/1 is called while in feedback mode, it returns the
number of entries placed in the feedback array and resets the feedback array
pointer to the base of the feedback buffer. The returned value never exceeds
Size . If the feedback data required more room than was available in
Buffer , gl:renderMode/1 returns a negative value. To take the
GL out of feedback mode, call gl:renderMode/1 with a parameter value
other than ?GL_FEEDBACK.
While in feedback mode, each primitive, bitmap, or pixel rectangle that would be
rasterized generates a block of values that are copied into the feedback
array. If doing so would cause the number of entries to exceed the maximum,
the block is partially written so as to fill the array (if there is any room
left at all), and an overflow flag is set. Each block begins with a code
indicating the primitive type, followed by values that describe the
primitive's vertices and associated data. Entries are also written for bitmaps
and pixel rectangles. Feedback occurs after polygon culling and
gl:polygonMode/2 interpretation of polygons has taken place, so
polygons that are culled are not returned in the feedback buffer. It can also
occur after polygons with more than three edges are broken up into triangles,
if the GL implementation renders polygons by performing this decomposition.
The gl:passThrough/1 command can be used to insert a marker into the
feedback buffer. See gl:passThrough/1 .
Following is the grammar for the blocks of values written into the feedback
buffer. Each primitive is indicated with a unique identifying value followed
by some number of vertices. Polygon entries include an integer value
indicating how many vertices follow. A vertex is fed back as some number of
floating-point values, as determined by Type . Colors are fed back as
four values in RGBA mode and one value in color index mode.
feedbackList feedbackItem feedbackList | feedbackItem
feedbackItem point | lineSegment | polygon | bitmap | pixelRectangle | passThru
point ?GL_POINT_TOKEN vertex
lineSegment ?GL_LINE_TOKEN vertex vertex | ?GL_LINE_RESET_TOKEN
vertex vertex
polygon ?GL_POLYGON_TOKEN n polySpec
polySpec polySpec vertex | vertex vertex vertex
bitmap ?GL_BITMAP_TOKEN vertex
pixelRectangle ?GL_DRAW_PIXEL_TOKEN vertex | ?GL_COPY_PIXEL_TOKEN
vertex
passThru ?GL_PASS_THROUGH_TOKEN value
vertex 2d | 3d | 3dColor | 3dColorTexture | 4dColorTexture
2d value value
3d value value value
3dColor value value value color
3dColorTexture value value value color tex
4dColorTexture value value value value color tex
color rgba | index
rgba value value value value
index value
tex value value value value
value is a floating-point number, and n is a floating-point
integer giving the number of vertices in the polygon. ?GL_POINT_TOKEN,
?GL_LINE_TOKEN, ?GL_LINE_RESET_TOKEN , ?GL_POLYGON_TOKEN,
?GL_BITMAP_TOKEN, ?GL_DRAW_PIXEL_TOKEN,
?GL_COPY_PIXEL_TOKEN and ?GL_PASS_THROUGH_TOKEN are symbolic
floating-point constants. ?GL_LINE_RESET_TOKEN is returned whenever the
line stipple pattern is reset. The data returned as a vertex depends on the
feedback Type .
The following table gives the correspondence between Type and the number
of values per vertex. k is 1 in color index mode and 4 in RGBA
mode.Type CoordinatesColorTextureTotal Number
of Values
?GL_2Dx, y 2
?GL_3Dx, y, z 3
?GL_3D_COLORx, y, z k 3+k
?GL_3D_COLOR_TEXTUREx, y, z k 4 7+k
?GL_4D_COLOR_TEXTUREx, y, z, w k 4 8+k
Feedback vertex coordinates are in window coordinates, except w, which is
in clip coordinates. Feedback colors are lighted, if lighting is enabled.
Feedback texture coordinates are generated, if texture coordinate generation
is enabled. They are always transformed by the texture matrix.
See external documentation.
Types:
Token = float()
Place a marker in the feedback buffer
Feedback is a GL render 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, information about
primitives that would have been rasterized is fed back to the application
using the GL. See the gl:feedbackBuffer/3 reference page for a
description of the feedback buffer and the values in it.
gl:passThrough inserts a user-defined marker in the feedback buffer when
it is executed in feedback mode. Token is returned as if it were a
primitive; it is indicated with its own unique identifying value:
?GL_PASS_THROUGH_TOKEN. The order of gl:passThrough commands
with respect to the specification of graphics primitives is maintained.
See external documentation.
Types:
Size = integer()
Buffer = mem()
Establish a buffer for selection mode values
gl:selectBuffer 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:initNames/0 ,
gl:loadName/1 , gl:pushName/1 ) when the rendering mode is
?GL_SELECT (see gl:renderMode/1 ). gl:selectBuffer must
be issued before selection mode is enabled, and it must not be issued while
the rendering mode is ?GL_SELECT.
A programmer can use selection to determine which primitives are drawn into some
region of a window. The region is defined by the current modelview and
perspective matrices.
In selection mode, no pixel fragments are produced from rasterization. Instead,
if a primitive or a raster position intersects the clipping volume defined by
the viewing frustum and the user-defined clipping planes, this primitive
causes a selection hit. (With polygons, no hit occurs if the polygon is
culled.) When a change is made to the name stack, or when
gl:renderMode/1 is called, a hit record is copied to Buffer if
any hits have occurred since the last such event (name stack change or
gl:renderMode/1 call). The hit record consists of the number of names
in the name stack at the time of the event, followed by the minimum and
maximum depth values of all vertices that hit since the previous event,
followed by the name stack contents, bottom name first.
Depth values (which are in the range [0,1]) are multiplied by 2 32-1, before
being placed in the hit record.
An internal index into Buffer is reset to 0 whenever selection mode is
entered. Each time a hit record is copied into Buffer , the index is
incremented to point to the cell just past the end of the block of
names(emthat is, to the next available cell If the hit record is larger than
the number of remaining locations in Buffer , as much data as can fit
is copied, and the overflow flag is set. If the name stack is empty when a hit
record is copied, that record consists of 0 followed by the minimum and
maximum depth values.
To exit selection mode, call gl:renderMode/1 with an argument other than
?GL_SELECT . Whenever gl:renderMode/1 is called while the render
mode is ?GL_SELECT, it returns the number of hit records copied to
Buffer , resets the overflow flag and the selection buffer pointer, and
initializes the name stack to be empty. If the overflow bit was set when
gl:renderMode/1 was called, a negative hit record count is returned.
See external documentation.
Initialize the name stack
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 causes the name stack to be initialized to its default
empty state.
The name stack is always empty while the render mode is not ?GL_SELECT.
Calls to gl:initNames while the render mode is not ?GL_SELECT
are ignored.
See external documentation.
Types:
Name = integer()
Load a name onto the name stack
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.
gl:loadName causes Name to replace the value on the top of the
name stack.
The name stack is always empty while the render mode is not ?GL_SELECT.
Calls to gl:loadName while the render mode is not ?GL_SELECT are
ignored.
See external documentation.
Types:
Name = integer()
Push and pop the name stack
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.
gl:pushName causes Name to be pushed onto the name stack.
gl:pushName/1 pops one name off the top of the stack.
The maximum name stack depth is implementation-dependent; call
?GL_MAX_NAME_STACK_DEPTH to find out the value for a particular
implementation. It is an error to push a name onto a full stack or to pop a
name off an empty stack. It is also an error to manipulate the name stack
between the execution of gl:'begin'/1 and the corresponding execution
of gl:'begin'/1 . In any of these cases, the error flag is set and no
other change is made to GL state.
The name stack is always empty while the render mode is not ?GL_SELECT.
Calls to gl:pushName or gl:pushName/1 while the render mode is
not ?GL_SELECT are ignored.
See external documentation.
See pushName/1
Types:
Red = clamp()
Green = clamp()
Blue = clamp()
Alpha = clamp()
Set the blend color
The ?GL_BLEND_COLOR may be used to calculate the source and destination
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).
See external documentation.
Types:
Mode = enum()
Specify the equation used for both the RGB blend equation and the Alpha blend
equation
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 specifies the blend equation for a
single draw buffer whereas gl:blendEquation sets the blend equation for
all draw buffers.
These equations use the source and destination blend factors specified by either
gl:blendFunc/2 or gl:blendFuncSeparate/4 . See
gl:blendFunc/2 or gl:blendFuncSeparate/4 for a description of
the various blend factors.
In the equations that follow, source and destination color components are
referred to as (R s G s B s A s) and (R d G d B d A d), respectively. The
result color is referred to as (R r G r B r A r). The source and destination
blend factors are denoted (s R s G s B s A) and (d R d G d B d A),
respectively. For these equations all color components are understood to have
values in the range [0 1]. ModeRGB ComponentsAlpha
Component
?GL_FUNC_ADD Rr= R s s R+R d d R Gr= G s s G+G d d G Br= B s s B+B d d B
Ar= A s s A+A d d A
?GL_FUNC_SUBTRACT Rr= R s s R-R d d R Gr= G s s G-G d d G Br= B s s B-B d
d B Ar= A s s A-A d d A
?GL_FUNC_REVERSE_SUBTRACT Rr= R d d R-R s s R Gr= G d d G-G s s G Br= B d
d B-B s s B Ar= A d d A-A s s A
?GL_MIN Rr= min(R s R d) Gr= min(G s G d) Br= min(B s B d) Ar= min(A s A
d)
?GL_MAX Rr= max(R s R d) Gr= max(G s G d) Br= max(B s B d) Ar= max(A s A
d)
The results of these equations are clamped to the range [0 1].
The ?GL_MIN and ?GL_MAX equations are useful for applications that
analyze image data (image thresholding against a constant color, for example).
The ?GL_FUNC_ADD equation is useful for antialiasing and transparency,
among other things.
Initially, both the RGB blend equation and the alpha blend equation are set to
?GL_FUNC_ADD .
See external documentation.
Types:
Mode = enum()
Start = integer()
End = integer()
Count = integer()
Type = enum()
Indices = offset() | mem()
Render primitives from array data
gl:drawRangeElements is a restricted form of gl:drawElements/4 .
Mode , Start , End , and Count match the
corresponding arguments to gl:drawElements/4 , with the additional
constraint that all values in the arrays Count must lie between
Start and End , inclusive.
Implementations denote recommended maximum amounts of vertex and index data,
which may be queried by calling gl:getBooleanv/1 with argument
?GL_MAX_ELEMENTS_VERTICES and ?GL_MAX_ELEMENTS_INDICES . If
end-start+1 is greater than the value of ?GL_MAX_ELEMENTS_VERTICES, or
if Count is greater than the value of ?GL_MAX_ELEMENTS_INDICES,
then the call may operate at reduced performance. There is no requirement that
all vertices in the range [start end] be referenced. However, the
implementation may partially process unused vertices, reducing performance
from what could be achieved with an optimal index set.
When gl:drawRangeElements is called, it uses Count sequential
elements from an enabled array, starting at Start to construct a
sequence of geometric primitives. Mode specifies what kind of
primitives are constructed, and how the array elements construct these
primitives. If more than one array is enabled, each is used.
Vertex attributes that are modified by gl:drawRangeElements have an
unspecified value after gl:drawRangeElements returns. Attributes that
aren't modified maintain their previous values.
See external documentation.
Types:
Target = enum()
Level = integer()
InternalFormat = integer()
Width = integer()
Height = integer()
Depth = integer()
Border = integer()
Format = enum()
Type = enum()
Pixels = offset() | mem()
Specify a three-dimensional texture image
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:enable/1
with argument ?GL_TEXTURE_3D.
To define texture images, call gl:texImage3D. The arguments describe the
parameters of the texture image, such as height, width, depth, width of the
border, level-of-detail number (see gl:texParameterf/3 ), and number of
color components provided. The last three arguments describe how the image is
represented in memory.
If Target is ?GL_PROXY_TEXTURE_3D, no data is read from
Data , but all of the texture image state is recalculated, checked for
consistency, and checked against the implementation's capabilities. If the
implementation cannot handle a texture of the requested texture size, it sets
all of the image state to 0, but does not generate an error (see
gl:getError/0 ). To query for an entire mipmap array, use an image
array level greater than or equal to 1.
If Target is ?GL_TEXTURE_3D, data is read from Data as a
sequence of signed or unsigned bytes, shorts, or longs, or single-precision
floating-point values, depending on Type . These values are grouped
into sets of one, two, three, or four values, depending on Format , to
form elements. Each data byte is treated as eight 1-bit elements, with bit
ordering determined by ?GL_UNPACK_LSB_FIRST (see
gl:pixelStoref/2 ).
If a non-zero named buffer object is bound to the ?GL_PIXEL_UNPACK_BUFFER
target (see gl:bindBuffer/2 ) while a texture image is specified,
Data is treated as a byte offset into the buffer object's data store.
The first element corresponds to the lower left corner of the texture image.
Subsequent elements progress left-to-right through the remaining texels in the
lowest row of the texture image, and then in successively higher rows of the
texture image. The final element corresponds to the upper right corner of the
texture image.
Format determines the composition of each element in Data . It can
assume one of these symbolic values:
?GL_RED: Each element is a single red component. The GL converts it to
floating point and assembles it into an RGBA element by attaching 0 for green
and blue, and 1 for alpha. Each component is then multiplied by the signed
scale factor ?GL_c_SCALE, added to the signed bias ?GL_c_BIAS,
and clamped to the range [0,1].
?GL_RG: Each element is a red and green pair. The GL converts each to
floating point and assembles it into an RGBA element by attaching 0 for blue,
and 1 for alpha. Each component is then multiplied by the signed scale factor
?GL_c_SCALE, added to the signed bias ?GL_c_BIAS, and clamped to
the range [0,1].
?GL_RGB
?GL_BGR: Each element is an RGB triple. The GL converts it to floating
point and assembles it into an RGBA element by attaching 1 for alpha. Each
component is then multiplied by the signed scale factor ?GL_c_SCALE,
added to the signed bias ?GL_c_BIAS, and clamped to the range [0,1].
?GL_RGBA
?GL_BGRA: Each element contains all four components. Each component is
multiplied by the signed scale factor ?GL_c_SCALE, added to the signed
bias ?GL_c_BIAS, and clamped to the range [0,1].
If an application wants to store the texture at a certain resolution or in a
certain format, it can request the resolution and format with
InternalFormat . The GL will choose an internal representation that
closely approximates that requested by InternalFormat , but it may not
match exactly. (The representations specified by ?GL_RED, ?GL_RG
, ?GL_RGB, and ?GL_RGBA must match exactly.)
InternalFormat may be one of the base internal formats shown in Table 1,
below
InternalFormat may also be one of the sized internal formats shown in
Table 2, below
Finally, InternalFormat may also be one of the generic or compressed
compressed texture formats shown in Table 3 below
If the InternalFormat parameter is one of the generic compressed formats,
?GL_COMPRESSED_RED , ?GL_COMPRESSED_RG,
?GL_COMPRESSED_RGB, or ?GL_COMPRESSED_RGBA, the GL will replace
the internal format with the symbolic constant for a specific internal format
and compress the texture before storage. If no corresponding internal format
is available, or the GL can not compress that image for any reason, the
internal format is instead replaced with a corresponding base internal format.
If the InternalFormat parameter is ?GL_SRGB, ?GL_SRGB8,
?GL_SRGB_ALPHA , or ?GL_SRGB8_ALPHA8, the texture is treated as
if the red, green, blue, or luminance components are encoded in the sRGB color
space. Any alpha component is left unchanged. The conversion from the sRGB
encoded component c s to a linear component c l is:
c l={ c s/12.92if c s≤ 0.04045( c s+0.055/1.055) 2.4if c s> 0.04045
Assume c s is the sRGB component in the range [0,1].
Use the ?GL_PROXY_TEXTURE_3D target to try out a resolution and format.
The implementation will update and recompute its best match for the requested
storage resolution and format. To then query this state, call
gl:getTexLevelParameterfv/3 . If the texture cannot be accommodated,
texture state is set to 0.
A one-component texture image uses only the red component of the RGBA color
extracted from Data . A two-component image uses the R and A values. A
three-component image uses the R, G, and B values. A four-component image uses
all of the RGBA components.
See external documentation.
Types:
Target = enum()
Level = integer()
Xoffset = integer()
Yoffset = integer()
Zoffset = integer()
Width = integer()
Height = integer()
Depth = integer()
Format = enum()
Type = enum()
Pixels = offset() | mem()
glTexSubImage
See external documentation.
Types:
Target = enum()
Level = integer()
Xoffset = integer()
Yoffset = integer()
Zoffset = integer()
X = integer()
Y = integer()
Width = integer()
Height = integer()
Copy a three-dimensional texture subimage
gl:copyTexSubImage3D replaces a rectangular portion of a
three-dimensional texture image with pixels from the current
?GL_READ_BUFFER (rather than from main memory, as is the case for
gl:texSubImage1D/7 ).
The screen-aligned pixel rectangle with lower left corner at ( X ,
Y ) and with width Width and height Height replaces the
portion of the texture array with x indices Xoffset through
xoffset+width-1, inclusive, and y indices Yoffset through
yoffset+height-1, inclusive, at z index Zoffset and at the mipmap level
specified by Level .
The pixels in the rectangle are processed exactly as if gl:readPixels/7
had been called, but the process stops just before final conversion. At this
point, all pixel component values are clamped to the range [0 1] and then
converted to the texture's internal format for storage in the texel array.
The destination rectangle in the texture array may not include any texels
outside the texture array as it was originally specified. It is not an error
to specify a subtexture with zero width or height, but such a specification
has no effect.
If any of the pixels within the specified rectangle of the current
?GL_READ_BUFFER are outside the read window associated with the current
rendering context, then the values obtained for those pixels are undefined.
No change is made to the internalformat, width, height,
depth, or border parameters of the specified texture array or to
texel values outside the specified subregion.
See external documentation.
Types:
Target = enum()
Internalformat = enum()
Width = integer()
Format = enum()
Type = enum()
Table = offset() | mem()
Define a color lookup table
gl:colorTable 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.
If a non-zero named buffer object is bound to the ?GL_PIXEL_UNPACK_BUFFER
target (see gl:bindBuffer/2 ) while a color table is specified,
Data is treated as a byte offset into the buffer object's data store.
If Target is ?GL_COLOR_TABLE,
?GL_POST_CONVOLUTION_COLOR_TABLE, or
?GL_POST_COLOR_MATRIX_COLOR_TABLE , gl:colorTable builds a color
lookup table from an array of pixels. The pixel array specified by
Width , Format , Type , and Data is extracted from
memory and processed just as if gl:drawPixels/5 were called, but
processing stops after the final expansion to RGBA is completed.
The four scale parameters and the four bias parameters that are defined for the
table are then used to scale and bias the R, G, B, and A components of each
pixel. (Use gl:colorTableParameter to set these scale and bias
parameters.)
Next, the R, G, B, and A values are clamped to the range [0 1]. Each pixel is
then converted to the internal format specified by Internalformat .
This conversion simply maps the component values of the pixel (R, G, B, and A)
to the values included in the internal format (red, green, blue, alpha,
luminance, and intensity). The mapping is as follows: Internal
FormatRedGreenBlueAlphaLuminanceIntensity
?GL_ALPHA A
?GL_LUMINANCE R
?GL_LUMINANCE_ALPHA A R
?GL_INTENSITY R
?GL_RGB R G B
?GL_RGBA R G B A
Finally, the red, green, blue, alpha, luminance, and/or intensity components of
the resulting pixels are stored in the color table. They form a
one-dimensional table with indices in the range [0 width-1].
If Target is ?GL_PROXY_*, gl:colorTable recomputes and
stores the values of the proxy color table's state variables
?GL_COLOR_TABLE_FORMAT, ?GL_COLOR_TABLE_WIDTH ,
?GL_COLOR_TABLE_RED_SIZE, ?GL_COLOR_TABLE_GREEN_SIZE,
?GL_COLOR_TABLE_BLUE_SIZE , ?GL_COLOR_TABLE_ALPHA_SIZE,
?GL_COLOR_TABLE_LUMINANCE_SIZE, and
?GL_COLOR_TABLE_INTENSITY_SIZE . There is no effect on the image or
state of any actual color table. If the specified color table is too large to
be supported, then all the proxy state variables listed above are set to zero.
Otherwise, the color table could be supported by gl:colorTable using
the corresponding non-proxy target, and the proxy state variables are set as
if that target were being defined.
The proxy state variables can be retrieved by calling
gl:getColorTableParameterfv/2 with a target of ?GL_PROXY_*. This
allows the application to decide if a particular gl:colorTable command
would succeed, and to determine what the resulting color table attributes
would be.
If a color table is enabled, and its width is non-zero, then its contents are
used to replace a subset of the components of each RGBA pixel group, based on
the internal format of the table.
Each pixel group has color components (R, G, B, A) that are in the range [0.0
1.0]. The color components are rescaled to the size of the color lookup table
to form an index. Then a subset of the components based on the internal format
of the table are replaced by the table entry selected by that index. If the
color components and contents of the table are represented as follows:
Representation Meaning
r Table index computed from R
g Table index computed from G
b Table index computed from B
a Table index computed from A
L[i] Luminance value at table index i
I[i] Intensity value at table index i
R[i] Red value at table index i
G[i] Green value at table index i
B[i] Blue value at table index i
A[i] Alpha value at table index i
then the result of color table lookup is as follows: Resulting Texture
Components
Table Internal FormatRGBA
?GL_ALPHARGBA[a]
?GL_LUMINANCEL[r]L[g]L[b]At
?GL_LUMINANCE_ALPHA L[r]L[g]L[b]A[a]
?GL_INTENSITY I[r]I[g]I[b]I[a]
?GL_RGBR[r] G[g]B[b]A
?GL_RGBAR[r] G[g]B[b]A[a]
When ?GL_COLOR_TABLE is enabled, the colors resulting from the pixel map
operation (if it is enabled) are mapped by the color lookup table before being
passed to the convolution operation. The colors resulting from the convolution
operation are modified by the post convolution color lookup table when
?GL_POST_CONVOLUTION_COLOR_TABLE is enabled. These modified colors are
then sent to the color matrix operation. Finally, if
?GL_POST_COLOR_MATRIX_COLOR_TABLE is enabled, the colors resulting from
the color matrix operation are mapped by the post color matrix color lookup
table before being used by the histogram operation.
See external documentation.
r Table index computed from R
R[i] Red value at table index i
A[i] Alpha value at table index i
Types:
Target = enum()
Pname = enum()
Params = {float(), float(), float(), float()}
Set color lookup table parameters
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.
Pname must be ?GL_COLOR_TABLE_SCALE to set the scale factors. In
this case, Params points to an array of four values, which are the
scale factors for red, green, blue, and alpha, in that order.
Pname must be ?GL_COLOR_TABLE_BIAS to set the bias terms. In this
case, Params points to an array of four values, which are the bias
terms for red, green, blue, and alpha, in that order.
The color tables themselves are specified by calling gl:colorTable/6 .
See external documentation.
Types:
Target = enum()
Pname = enum()
Params = {integer(), integer(), integer(), integer()}
See colorTableParameterfv/3
Types:
Target = enum()
Internalformat = enum()
X = integer()
Y = integer()
Width = integer()
Copy pixels into a color table
gl:copyColorTable 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 ).
The screen-aligned pixel rectangle with lower-left corner at ( X ,
Y ) having width Width and height 1 is loaded into the color
table. If any pixels within this region are outside the window that is
associated with the GL context, the values obtained for those pixels are
undefined.
The pixels in the rectangle are processed just as if gl:readPixels/7 were
called, with Internalformat set to RGBA, but processing stops after the
final conversion to RGBA.
The four scale parameters and the four bias parameters that are defined for the
table are then used to scale and bias the R, G, B, and A components of each
pixel. The scale and bias parameters are set by calling
gl:colorTableParameterfv/3 .
Next, the R, G, B, and A values are clamped to the range [0 1]. Each pixel is
then converted to the internal format specified by Internalformat .
This conversion simply maps the component values of the pixel (R, G, B, and A)
to the values included in the internal format (red, green, blue, alpha,
luminance, and intensity). The mapping is as follows: Internal
FormatRedGreenBlueAlphaLuminanceIntensity
?GL_ALPHA A
?GL_LUMINANCE R
?GL_LUMINANCE_ALPHA A R
?GL_INTENSITY R
?GL_RGB R G B
?GL_RGBA R G B A
Finally, the red, green, blue, alpha, luminance, and/or intensity components of
the resulting pixels are stored in the color table. They form a
one-dimensional table with indices in the range [0 width-1].
See external documentation.
Types:
Target = enum()
Format = enum()
Type = enum()
Table = mem()
Retrieve contents of a color lookup table
gl:getColorTable returns in Table the contents of the color table
specified by Target . No pixel transfer operations are performed, but
pixel storage modes that are applicable to gl:readPixels/7 are
performed.
If a non-zero named buffer object is bound to the ?GL_PIXEL_PACK_BUFFER
target (see gl:bindBuffer/2 ) while a histogram table is requested,
Table is treated as a byte offset into the buffer object's data store.
Color components that are requested in the specified Format , but which
are not included in the internal format of the color lookup table, are
returned as zero. The assignments of internal color components to the
components requested by Format areInternal ComponentResulting
Component
Red Red
Green Green
Blue Blue
Alpha Alpha
Luminance Red
Intensity Red
See external documentation.
Red Red
Green Green
Blue Blue
Alpha Alpha
Luminance Red
Intensity Red
Types:
Target = enum()
Pname = enum()
Get color lookup table parameters
Returns parameters specific to color table Target .
When Pname is set to ?GL_COLOR_TABLE_SCALE or
?GL_COLOR_TABLE_BIAS, gl:getColorTableParameter returns the
color table scale or bias parameters for the table specified by Target
. For these queries, Target must be set to ?GL_COLOR_TABLE ,
?GL_POST_CONVOLUTION_COLOR_TABLE, or
?GL_POST_COLOR_MATRIX_COLOR_TABLE and Params points to an array
of four elements, which receive the scale or bias factors for red, green,
blue, and alpha, in that order.
gl:getColorTableParameter can also be used to retrieve the format and
size parameters for a color table. For these queries, set Target to
either the color table target or the proxy color table target. The format and
size parameters are set by gl:colorTable/6 .
The following table lists the format and size parameters that may be queried.
For each symbolic constant listed below for Pname , Params must
point to an array of the given length and receive the values indicated.
Parameter NMeaning
?GL_COLOR_TABLE_FORMAT 1 Internal format (e.g., ?GL_RGBA)
?GL_COLOR_TABLE_WIDTH 1 Number of elements in table
?GL_COLOR_TABLE_RED_SIZE 1 Size of red component, in bits
?GL_COLOR_TABLE_GREEN_SIZE 1 Size of green component
?GL_COLOR_TABLE_BLUE_SIZE 1 Size of blue component
?GL_COLOR_TABLE_ALPHA_SIZE 1 Size of alpha component
?GL_COLOR_TABLE_LUMINANCE_SIZE 1 Size of luminance component
?GL_COLOR_TABLE_INTENSITY_SIZE 1 Size of intensity component
See external documentation.
Types:
Target = enum()
Pname = enum()
See getColorTableParameterfv/2
Types:
Target = enum()
Start = integer()
Count = integer()
Format = enum()
Type = enum()
Data = offset() | mem()
Respecify a portion of a color table
gl:colorSubTable is used to respecify a contiguous portion of a color
table previously defined using gl:colorTable/6 . The pixels 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.
If a non-zero named buffer object is bound to the ?GL_PIXEL_UNPACK_BUFFER
target (see gl:bindBuffer/2 ) while a portion of a color table is
respecified, Data is treated as a byte offset into the buffer object's
data store.
See external documentation.
Types:
Target = enum()
Start = integer()
X = integer()
Y = integer()
Width = integer()
Respecify a portion of a color table
gl:copyColorSubTable 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.
See external documentation.
Types:
Target = enum()
Internalformat = enum()
Width = integer()
Format = enum()
Type = enum()
Image = offset() | mem()
Define a one-dimensional convolution filter
gl:convolutionFilter1D builds a one-dimensional convolution filter kernel
from an array of pixels.
The pixel array specified by Width , Format , Type , and
Data is extracted from memory and processed just as if
gl:drawPixels/5 were called, but processing stops after the final
expansion to RGBA is completed.
If a non-zero named buffer object is bound to the ?GL_PIXEL_UNPACK_BUFFER
target (see gl:bindBuffer/2 ) while a convolution filter is specified,
Data is treated as a byte offset into the buffer object's data store.
The R, G, B, and A components of each pixel are next scaled by the four 1D
?GL_CONVOLUTION_FILTER_SCALE parameters and biased by the four 1D
?GL_CONVOLUTION_FILTER_BIAS parameters. (The scale and bias parameters
are set by gl:convolutionParameterf/3 using the
?GL_CONVOLUTION_1D target and the names
?GL_CONVOLUTION_FILTER_SCALE and ?GL_CONVOLUTION_FILTER_BIAS .
The parameters themselves are vectors of four values that are applied to red,
green, blue, and alpha, in that order.) The R, G, B, and A values are not
clamped to [0,1] at any time during this process.
Each pixel is then converted to the internal format specified by
Internalformat . This conversion simply maps the component values of
the pixel (R, G, B, and A) to the values included in the internal format (red,
green, blue, alpha, luminance, and intensity). The mapping is as follows:
Internal Format
RedGreenBlueAlphaLuminance Intensity
?GL_ALPHA A
?GL_LUMINANCE R
?GL_LUMINANCE_ALPHA A R
?GL_INTENSITY R
?GL_RGB R G B
?GL_RGBA R G B A
The red, green, blue, alpha, luminance, and/or intensity components of the
resulting pixels are stored in floating-point rather than integer format. They
form a one-dimensional filter kernel image indexed with coordinate i
such that i starts at 0 and increases from left to right. Kernel
location i is derived from the ith pixel, counting from 0.
Note that after a convolution is performed, the resulting color components are
also scaled by their corresponding ?GL_POST_CONVOLUTION_c_SCALE
parameters and biased by their corresponding
?GL_POST_CONVOLUTION_c_BIAS parameters (where c takes on the
values RED, GREEN, BLUE, and ALPHA). These
parameters are set by gl:pixelTransferf/2 .
See external documentation.
Types:
Target = enum()
Internalformat = enum()
Width = integer()
Height = integer()
Format = enum()
Type = enum()
Image = offset() | mem()
Define a two-dimensional convolution filter
gl:convolutionFilter2D builds a two-dimensional convolution filter kernel
from an array of pixels.
The pixel array specified by Width , Height , Format ,
Type , and Data is extracted from memory and processed just as
if gl:drawPixels/5 were called, but processing stops after the final
expansion to RGBA is completed.
If a non-zero named buffer object is bound to the ?GL_PIXEL_UNPACK_BUFFER
target (see gl:bindBuffer/2 ) while a convolution filter is specified,
Data is treated as a byte offset into the buffer object's data store.
The R, G, B, and A components of each pixel are next scaled by the four 2D
?GL_CONVOLUTION_FILTER_SCALE parameters and biased by the four 2D
?GL_CONVOLUTION_FILTER_BIAS parameters. (The scale and bias parameters
are set by gl:convolutionParameterf/3 using the
?GL_CONVOLUTION_2D target and the names
?GL_CONVOLUTION_FILTER_SCALE and ?GL_CONVOLUTION_FILTER_BIAS .
The parameters themselves are vectors of four values that are applied to red,
green, blue, and alpha, in that order.) The R, G, B, and A values are not
clamped to [0,1] at any time during this process.
Each pixel is then converted to the internal format specified by
Internalformat . This conversion simply maps the component values of
the pixel (R, G, B, and A) to the values included in the internal format (red,
green, blue, alpha, luminance, and intensity). The mapping is as follows:
Internal Format
RedGreenBlueAlphaLuminance Intensity
?GL_ALPHA A
?GL_LUMINANCE R
?GL_LUMINANCE_ALPHA A R
?GL_INTENSITY R
?GL_RGB R G B
?GL_RGBA R G B A
The red, green, blue, alpha, luminance, and/or intensity components of the
resulting pixels are stored in floating-point rather than integer format. They
form a two-dimensional filter kernel image indexed with coordinates i
and j such that i starts at zero and increases from left to
right, and j starts at zero and increases from bottom to top. Kernel
location i,j is derived from the Nth pixel, where N is
i+j* Width .
Note that after a convolution is performed, the resulting color components are
also scaled by their corresponding ?GL_POST_CONVOLUTION_c_SCALE
parameters and biased by their corresponding
?GL_POST_CONVOLUTION_c_BIAS parameters (where c takes on the
values RED, GREEN, BLUE, and ALPHA). These
parameters are set by gl:pixelTransferf/2 .
See external documentation.
Types:
Target = enum()
Pname = enum()
Params = {float()}
Set convolution parameters
gl:convolutionParameter sets the value of a convolution parameter.
Target selects the convolution filter to be affected:
?GL_CONVOLUTION_1D, ?GL_CONVOLUTION_2D , or
?GL_SEPARABLE_2D for the 1D, 2D, or separable 2D filter, respectively.
Pname selects the parameter to be changed.
?GL_CONVOLUTION_FILTER_SCALE and ?GL_CONVOLUTION_FILTER_BIAS
affect the definition of the convolution filter kernel; see
gl:convolutionFilter1D/6 , gl:convolutionFilter2D/7 , and
gl:separableFilter2D/8 for details. In these cases, Params v is
an array of four values to be applied to red, green, blue, and alpha values,
respectively. The initial value for ?GL_CONVOLUTION_FILTER_SCALE is (1,
1, 1, 1), and the initial value for ?GL_CONVOLUTION_FILTER_BIAS is (0,
0, 0, 0).
A Pname value of ?GL_CONVOLUTION_BORDER_MODE controls the
convolution border mode. The accepted modes are:
?GL_REDUCE: The image resulting from convolution is smaller than the
source image. If the filter width is Wf and height is Hf, and the source image
width is Ws and height is Hs, then the convolved image width will be Ws-Wf+1
and height will be Hs-Hf +1. (If this reduction would generate an image with
zero or negative width and/or height, the output is simply null, with no error
generated.) The coordinates of the image resulting from convolution are zero
through Ws-Wf in width and zero through Hs-Hf in height.
?GL_CONSTANT_BORDER: The image resulting from convolution is the same
size as the source image, and processed as if the source image were surrounded
by pixels with their color specified by the
?GL_CONVOLUTION_BORDER_COLOR.
?GL_REPLICATE_BORDER: The image resulting from convolution is the same
size as the source image, and processed as if the outermost pixel on the
border of the source image were replicated.
See external documentation.
Types:
Params = {Params::{float()}}
Equivalent to convolutionParameterf(Target, Pname, Params).
Types:
Target = enum()
Pname = enum()
Params = {integer()}
See convolutionParameterf/3
Types:
Params = {Params::{integer()}}
Equivalent to convolutionParameteri(Target, Pname, Params).
Types:
Target = enum()
Internalformat = enum()
X = integer()
Y = integer()
Width = integer()
Copy pixels into a one-dimensional convolution filter
gl:copyConvolutionFilter1D defines a one-dimensional convolution filter
kernel with pixels from the current ?GL_READ_BUFFER (rather than from
main memory, as is the case for gl:convolutionFilter1D/6 ).
The screen-aligned pixel rectangle with lower-left corner at ( X ,
Y ), width Width and height 1 is used to define the convolution
filter. If any pixels within this region are outside the window that is
associated with the GL context, the values obtained for those pixels are
undefined.
The pixels in the rectangle are processed exactly as if gl:readPixels/7
had been called with format set to RGBA, but the process stops just
before final conversion. The R, G, B, and A components of each pixel are next
scaled by the four 1D ?GL_CONVOLUTION_FILTER_SCALE parameters and
biased by the four 1D ?GL_CONVOLUTION_FILTER_BIAS parameters. (The
scale and bias parameters are set by gl:convolutionParameterf/3 using
the ?GL_CONVOLUTION_1D target and the names
?GL_CONVOLUTION_FILTER_SCALE and ?GL_CONVOLUTION_FILTER_BIAS .
The parameters themselves are vectors of four values that are applied to red,
green, blue, and alpha, in that order.) The R, G, B, and A values are not
clamped to [0,1] at any time during this process.
Each pixel is then converted to the internal format specified by
Internalformat . This conversion simply maps the component values of
the pixel (R, G, B, and A) to the values included in the internal format (red,
green, blue, alpha, luminance, and intensity). The mapping is as follows:
Internal Format
RedGreenBlueAlphaLuminance Intensity
?GL_ALPHA A
?GL_LUMINANCE R
?GL_LUMINANCE_ALPHA A R
?GL_INTENSITY R
?GL_RGB R G B
?GL_RGBA R G B A
The red, green, blue, alpha, luminance, and/or intensity components of the
resulting pixels are stored in floating-point rather than integer format.
Pixel ordering is such that lower x screen coordinates correspond to lower
i filter image coordinates.
Note that after a convolution is performed, the resulting color components are
also scaled by their corresponding ?GL_POST_CONVOLUTION_c_SCALE
parameters and biased by their corresponding
?GL_POST_CONVOLUTION_c_BIAS parameters (where c takes on the
values RED, GREEN, BLUE, and ALPHA). These
parameters are set by gl:pixelTransferf/2 .
See external documentation.
Types:
Target = enum()
Internalformat = enum()
X = integer()
Y = integer()
Width = integer()
Height = integer()
Copy pixels into a two-dimensional convolution filter
gl:copyConvolutionFilter2D defines a two-dimensional convolution filter
kernel with pixels from the current ?GL_READ_BUFFER (rather than from
main memory, as is the case for gl:convolutionFilter2D/7 ).
The screen-aligned pixel rectangle with lower-left corner at ( X ,
Y ), width Width and height Height is used to define the
convolution filter. If any pixels within this region are outside the window
that is associated with the GL context, the values obtained for those pixels
are undefined.
The pixels in the rectangle are processed exactly as if gl:readPixels/7
had been called with format set to RGBA, but the process stops just
before final conversion. The R, G, B, and A components of each pixel are next
scaled by the four 2D ?GL_CONVOLUTION_FILTER_SCALE parameters and
biased by the four 2D ?GL_CONVOLUTION_FILTER_BIAS parameters. (The
scale and bias parameters are set by gl:convolutionParameterf/3 using
the ?GL_CONVOLUTION_2D target and the names
?GL_CONVOLUTION_FILTER_SCALE and ?GL_CONVOLUTION_FILTER_BIAS .
The parameters themselves are vectors of four values that are applied to red,
green, blue, and alpha, in that order.) The R, G, B, and A values are not
clamped to [0,1] at any time during this process.
Each pixel is then converted to the internal format specified by
Internalformat . This conversion simply maps the component values of
the pixel (R, G, B, and A) to the values included in the internal format (red,
green, blue, alpha, luminance, and intensity). The mapping is as follows:
Internal Format
RedGreenBlueAlphaLuminance Intensity
?GL_ALPHA A
?GL_LUMINANCE R
?GL_LUMINANCE_ALPHA A R
?GL_INTENSITY R
?GL_RGB R G B
?GL_RGBA R G B A
The red, green, blue, alpha, luminance, and/or intensity components of the
resulting pixels are stored in floating-point rather than integer format.
Pixel ordering is such that lower x screen coordinates correspond to lower
i filter image coordinates, and lower y screen coordinates correspond
to lower j filter image coordinates.
Note that after a convolution is performed, the resulting color components are
also scaled by their corresponding ?GL_POST_CONVOLUTION_c_SCALE
parameters and biased by their corresponding
?GL_POST_CONVOLUTION_c_BIAS parameters (where c takes on the
values RED, GREEN, BLUE, and ALPHA). These
parameters are set by gl:pixelTransferf/2 .
See external documentation.
Types:
Target = enum()
Format = enum()
Type = enum()
Image = mem()
Get current 1D or 2D convolution filter kernel
gl:getConvolutionFilter returns the current 1D or 2D convolution filter
kernel as an image. The one- or two-dimensional image is placed in
Image according to the specifications in Format and Type
. No pixel transfer operations are performed on this image, but the relevant
pixel storage modes are applied.
If a non-zero named buffer object is bound to the ?GL_PIXEL_PACK_BUFFER
target (see gl:bindBuffer/2 ) while a convolution filter is requested,
Image is treated as a byte offset into the buffer object's data store.
Color components that are present in Format but not included in the
internal format of the filter are returned as zero. The assignments of
internal color components to the components of Format are as
follows.Internal ComponentResulting Component
Red Red
Green Green
Blue Blue
Alpha Alpha
Luminance Red
Intensity Red
See external documentation.
Red Red
Green Green
Blue Blue
Alpha Alpha
Luminance Red
Intensity Red
Types:
Target = enum()
Pname = enum()
Get convolution parameters
gl:getConvolutionParameter retrieves convolution parameters.
Target determines which convolution filter is queried. Pname
determines which parameter is returned:
?GL_CONVOLUTION_BORDER_MODE: The convolution border mode. See
gl:convolutionParameterf/3 for a list of border modes.
?GL_CONVOLUTION_BORDER_COLOR: The current convolution border color.
Params must be a pointer to an array of four elements, which will
receive the red, green, blue, and alpha border colors.
?GL_CONVOLUTION_FILTER_SCALE: The current filter scale factors.
Params must be a pointer to an array of four elements, which will
receive the red, green, blue, and alpha filter scale factors in that order.
?GL_CONVOLUTION_FILTER_BIAS: The current filter bias factors.
Params must be a pointer to an array of four elements, which will
receive the red, green, blue, and alpha filter bias terms in that order.
?GL_CONVOLUTION_FORMAT: The current internal format. See
gl:convolutionFilter1D/6 , gl:convolutionFilter2D/7 , and
gl:separableFilter2D/8 for lists of allowable formats.
?GL_CONVOLUTION_WIDTH: The current filter image width.
?GL_CONVOLUTION_HEIGHT: The current filter image height.
?GL_MAX_CONVOLUTION_WIDTH: The maximum acceptable filter image width.
?GL_MAX_CONVOLUTION_HEIGHT: The maximum acceptable filter image height.
See external documentation.
Types:
Target = enum()
Pname = enum()
See getConvolutionParameterfv/2
Types:
Target = enum()
Internalformat = enum()
Width = integer()
Height = integer()
Format = enum()
Type = enum()
Row = offset() | mem()
Column = offset() | mem()
Define a separable two-dimensional convolution filter
gl:separableFilter2D builds a two-dimensional separable convolution
filter kernel from two arrays of pixels.
The pixel arrays specified by ( Width , Format , Type ,
Row ) and ( Height , Format , Type , Column
) are processed just as if they had been passed to gl:drawPixels/5 ,
but processing stops after the final expansion to RGBA is completed.
If a non-zero named buffer object is bound to the ?GL_PIXEL_UNPACK_BUFFER
target (see gl:bindBuffer/2 ) while a convolution filter is specified,
Row and Column are treated as byte offsets into the buffer
object's data store.
Next, the R, G, B, and A components of all pixels in both arrays are scaled by
the four separable 2D ?GL_CONVOLUTION_FILTER_SCALE parameters and
biased by the four separable 2D ?GL_CONVOLUTION_FILTER_BIAS parameters.
(The scale and bias parameters are set by gl:convolutionParameterf/3
using the ?GL_SEPARABLE_2D target and the names
?GL_CONVOLUTION_FILTER_SCALE and ?GL_CONVOLUTION_FILTER_BIAS.
The parameters themselves are vectors of four values that are applied to red,
green, blue, and alpha, in that order.) The R, G, B, and A values are not
clamped to [0,1] at any time during this process.
Each pixel is then converted to the internal format specified by
Internalformat . This conversion simply maps the component values of
the pixel (R, G, B, and A) to the values included in the internal format (red,
green, blue, alpha, luminance, and intensity). The mapping is as follows:
Internal Format
RedGreenBlueAlphaLuminance Intensity
?GL_LUMINANCE R
?GL_LUMINANCE_ALPHA A R
?GL_INTENSITY R
?GL_RGB R G B
?GL_RGBA R G B A
The red, green, blue, alpha, luminance, and/or intensity components of the
resulting pixels are stored in floating-point rather than integer format. They
form two one-dimensional filter kernel images. The row image is indexed by
coordinate i starting at zero and increasing from left to right. Each
location in the row image is derived from element i of Row . The
column image is indexed by coordinate j starting at zero and increasing
from bottom to top. Each location in the column image is derived from element
j of Column .
Note that after a convolution is performed, the resulting color components are
also scaled by their corresponding ?GL_POST_CONVOLUTION_c_SCALE
parameters and biased by their corresponding
?GL_POST_CONVOLUTION_c_BIAS parameters (where c takes on the
values RED, GREEN, BLUE, and ALPHA). These
parameters are set by gl:pixelTransferf/2 .
See external documentation.
Types:
Target = enum()
Reset = 0 | 1
Format = enum()
Type = enum()
Values = mem()
Get histogram table
gl:getHistogram 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 storage modes that are applicable to 1D
images are honored.
If a non-zero named buffer object is bound to the ?GL_PIXEL_PACK_BUFFER
target (see gl:bindBuffer/2 ) while a histogram table is requested,
Values is treated as a byte offset into the buffer object's data store.
Color components that are requested in the specified Format , but which
are not included in the internal format of the histogram, are returned as
zero. The assignments of internal color components to the components requested
by Format are:Internal ComponentResulting Component
Red Red
Green Green
Blue Blue
Alpha Alpha
Luminance Red
See external documentation.
Red Red
Green Green
Blue Blue
Alpha Alpha
Luminance Red
Types:
Target = enum()
Pname = enum()
Get histogram parameters
gl:getHistogramParameter is used to query parameter values for the
current histogram or for a proxy. The histogram state information 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:ParameterDescription
?GL_HISTOGRAM_WIDTH Histogram table width
?GL_HISTOGRAM_FORMAT Internal format
?GL_HISTOGRAM_RED_SIZE Red component counter size, in bits
?GL_HISTOGRAM_GREEN_SIZE Green component counter size, in bits
?GL_HISTOGRAM_BLUE_SIZE Blue component counter size, in bits
?GL_HISTOGRAM_ALPHA_SIZE Alpha component counter size, in bits
?GL_HISTOGRAM_LUMINANCE_SIZE Luminance component counter size, in bits
?GL_HISTOGRAM_SINK Value of the sink parameter
See external documentation.
Types:
Target = enum()
Pname = enum()
See getHistogramParameterfv/2
Types:
Target = enum()
Reset = 0 | 1
Format = enum()
Types = enum()
Values = mem()
Get minimum and maximum pixel values
gl:getMinmax 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 .
If a non-zero named buffer object is bound to the ?GL_PIXEL_PACK_BUFFER
target (see gl:bindBuffer/2 ) while minimum and maximum pixel values
are requested, Values is treated as a byte offset into the buffer
object's data store.
No pixel transfer operations are performed on the return values, but pixel
storage modes that are applicable to one-dimensional images are performed.
Color components that are requested in the specified Format , but that
are not included in the internal format of the minmax table, are returned as
zero. The assignment of internal color components to the components requested
by Format are as follows:Internal ComponentResulting
Component
Red Red
Green Green
Blue Blue
Alpha Alpha
Luminance Red
If Reset is ?GL_TRUE, the minmax table entries corresponding to
the return values are reset to their initial values. Minimum and maximum
values that are not returned are not modified, even if Reset is
?GL_TRUE.
See external documentation.
Red Red
Green Green
Blue Blue
Alpha Alpha
Luminance Red
Types:
Target = enum()
Pname = enum()
Get minmax parameters
gl:getMinmaxParameter retrieves parameters for the current minmax table
by setting Pname to one of the following
values:ParameterDescription
?GL_MINMAX_FORMAT Internal format of minmax table
?GL_MINMAX_SINK Value of the sink parameter
See external documentation.
Types:
Target = enum()
Pname = enum()
See getMinmaxParameterfv/2
Types:
Target = enum()
Width = integer()
Internalformat = enum()
Sink = 0 | 1
Define histogram table
When ?GL_HISTOGRAM is enabled, RGBA color components are converted 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 table 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.)
Histogramming is performed only for RGBA pixels (though these may be specified
originally as color indices and converted to RGBA by index table lookup).
Histogramming is enabled with gl:enable/1 and disabled with
gl:enable/1 .
When Target is ?GL_HISTOGRAM, gl:histogram redefines the
current histogram table to have Width entries of the format specified
by Internalformat . The entries are indexed 0 through width-1, and all
entries are initialized to zero. The values in the previous histogram table,
if any, are lost. If Sink is ?GL_TRUE , then pixels are
discarded after histogramming; no further processing of the pixels takes
place, and no drawing, texture loading, or pixel readback will result.
When Target is ?GL_PROXY_HISTOGRAM, gl:histogram computes
all state information as if the histogram table were to be redefined, but does
not actually define the new table. If the requested histogram table is too
large to be supported, then the state information will be set to zero. This
provides a way to determine if a histogram table with the given parameters can
be supported.
See external documentation.
Types:
Target = enum()
Internalformat = enum()
Sink = 0 | 1
Define minmax table
When ?GL_MINMAX is enabled, the RGBA components of incoming pixels are
compared to the minimum and maximum values for each component, 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 corresponding component in the maximum element, then the maximum
element is updated with the pixel component value. If a pixel component is
less than the corresponding component in the minimum element, then the minimum
element is updated with the pixel component value. (In both cases, if the
internal format of the minmax 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:getMinmax/5
. The minmax operation is enabled or disabled by calling gl:enable/1 or
gl:enable/1 , respectively, with an argument of ?GL_MINMAX .
gl:minmax redefines the current minmax table to have entries of the
format specified by Internalformat . The maximum element is initialized
with the smallest possible component values, and the minimum element is
initialized with the largest possible component values. The values in the
previous minmax table, if any, are lost. If Sink is ?GL_TRUE ,
then pixels are discarded after minmax; no further processing of the pixels
takes place, and no drawing, texture loading, or pixel readback will result.
See external documentation.
Types:
Target = enum()
Reset histogram table entries to zero
gl:resetHistogram resets all the elements of the current histogram table
to zero.
See external documentation.
Types:
Target = enum()
Reset minmax table entries to initial values
gl:resetMinmax 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.
See external documentation.
Types:
Texture = enum()
Select active texture unit
gl:activeTexture selects which texture unit subsequent texture state
calls will affect. The number of texture units an implementation supports is
implementation dependent, but must be at least 80.
See external documentation.
Types:
Value = clamp()
Invert = 0 | 1
Specify multisample coverage parameters
Multisampling samples a pixel multiple times at various implementation-dependent
subpixel locations to generate antialiasing effects. Multisampling
transparently antialiases points, lines, polygons, and images if it is
enabled.
Value is used in constructing a temporary mask used in determining which
samples will be used in resolving the final fragment color. This mask is
bitwise-anded with the coverage mask generated from the multisampling
computation. If the Invert flag is set, the temporary mask is inverted
(all bits flipped) and then the bitwise-and is computed.
If an implementation does not have any multisample buffers available, or
multisampling is disabled, rasterization occurs with only a single sample
computing a pixel's final RGB color.
Provided an implementation supports multisample buffers, and multisampling is
enabled, then a pixel's final color is generated by combining several samples
per pixel. Each sample contains color, depth, and stencil information,
allowing those operations to be performed on each sample.
See external documentation.
Types:
Target = enum()
Level = integer()
Internalformat = enum()
Width = integer()
Height = integer()
Depth = integer()
Border = integer()
ImageSize = integer()
Data = offset() | mem()
Specify a three-dimensional texture image in a compressed format
Texturing allows elements of an image array to be read by shaders.
gl:compressedTexImage3D loads a previously defined, and retrieved,
compressed three-dimensional texture image if Target is
?GL_TEXTURE_3D (see gl:texImage3D/10 ).
If Target is ?GL_TEXTURE_2D_ARRAY, Data is treated as an
array of compressed 2D textures.
If Target is ?GL_PROXY_TEXTURE_3D or
?GL_PROXY_TEXTURE_2D_ARRAY, no data is read from Data , but all
of the texture image state is recalculated, checked for consistency, and
checked against the implementation's capabilities. If the implementation
cannot handle a texture of the requested texture size, it sets all of the
image state to 0, but does not generate an error (see gl:getError/0 ).
To query for an entire mipmap array, use an image array level greater than or
equal to 1.
Internalformat must be a known compressed image format (such as
?GL_RGTC) or an extension-specified compressed-texture format. When a
texture is loaded with gl:texImage2D/9 using a generic compressed
texture format (e.g., ?GL_COMPRESSED_RGB), the GL selects from one of
its extensions supporting compressed textures. In order to load the compressed
texture image using gl:compressedTexImage3D, query the compressed
texture image's size and format using gl:getTexLevelParameterfv/3 .
If a non-zero named buffer object is bound to the ?GL_PIXEL_UNPACK_BUFFER
target (see gl:bindBuffer/2 ) while a texture image is specified,
Data is treated as a byte offset into the buffer object's data store.
If the compressed data are arranged into fixed-size blocks of texels, the pixel
storage modes can be used to select a sub-rectangle from a larger containing
rectangle. These pixel storage modes operate in the same way as they do for
gl:texImage1D/8 . In the following description, denote by b s, b w, b
h, and b d, the values of pixel storage modes
?GL_UNPACK_COMPRESSED_BLOCK_SIZE,
?GL_UNPACK_COMPRESSED_BLOCK_WIDTH,
?GL_UNPACK_COMPRESSED_BLOCK_HEIGHT , and
?GL_UNPACK_COMPRESSED_BLOCK_DEPTH, respectively. b s is the compressed
block size in bytes; b w, b h, and b d are the compressed block width, height,
and depth in pixels.
By default the pixel storage modes ?GL_UNPACK_ROW_LENGTH,
?GL_UNPACK_SKIP_ROWS , ?GL_UNPACK_SKIP_PIXELS,
?GL_UNPACK_IMAGE_HEIGHT and ?GL_UNPACK_SKIP_IMAGES are ignored
for compressed images. To enable ?GL_UNPACK_SKIP_PIXELS and
?GL_UNPACK_ROW_LENGTH , b s and b w must both be non-zero. To also
enable ?GL_UNPACK_SKIP_ROWS and ?GL_UNPACK_IMAGE_HEIGHT , b h
must be non-zero. To also enable ?GL_UNPACK_SKIP_IMAGES, b d must be
non-zero. All parameters must be consistent with the compressed format to
produce the desired results.
When selecting a sub-rectangle from a compressed image: the value of
?GL_UNPACK_SKIP_PIXELS must be a multiple of b w;the value of
?GL_UNPACK_SKIP_ROWS must be a multiple of b w;the value of
?GL_UNPACK_SKIP_IMAGES must be a multiple of b w.
ImageSize must be equal to:
b s*|width b/w|*|height b/h|*|depth b/d|
See external documentation.
Types:
Target = enum()
Level = integer()
Internalformat = enum()
Width = integer()
Height = integer()
Border = integer()
ImageSize = integer()
Data = offset() | mem()
Specify a two-dimensional texture image in a compressed format
Texturing allows elements of an image array to be read by shaders.
gl:compressedTexImage2D loads a previously defined, and retrieved,
compressed two-dimensional texture image if Target is
?GL_TEXTURE_2D, or one of the cube map faces such as
?GL_TEXTURE_CUBE_MAP_POSITIVE_X. (see gl:texImage2D/9 ).
If Target is ?GL_TEXTURE_1D_ARRAY, Data is treated as an
array of compressed 1D textures.
If Target is ?GL_PROXY_TEXTURE_2D,
?GL_PROXY_TEXTURE_1D_ARRAY or ?GL_PROXY_CUBE_MAP , no data is
read from Data , but all of the texture image state is recalculated,
checked for consistency, and checked against the implementation's
capabilities. If the implementation cannot handle a texture of the requested
texture size, it sets all of the image state to 0, but does not generate an
error (see gl:getError/0 ). To query for an entire mipmap array, use an
image array level greater than or equal to 1.
Internalformat must be a known compressed image format (such as
?GL_RGTC) or an extension-specified compressed-texture format. When a
texture is loaded with gl:texImage2D/9 using a generic compressed
texture format (e.g., ?GL_COMPRESSED_RGB), the GL selects from one of
its extensions supporting compressed textures. In order to load the compressed
texture image using gl:compressedTexImage2D, query the compressed
texture image's size and format using gl:getTexLevelParameterfv/3 .
If a non-zero named buffer object is bound to the ?GL_PIXEL_UNPACK_BUFFER
target (see gl:bindBuffer/2 ) while a texture image is specified,
Data is treated as a byte offset into the buffer object's data store.
If the compressed data are arranged into fixed-size blocks of texels, the pixel
storage modes can be used to select a sub-rectangle from a larger containing
rectangle. These pixel storage modes operate in the same way as they do for
gl:texImage2D/9 . In the following description, denote by b s, b w, b
h, and b d, the values of pixel storage modes
?GL_UNPACK_COMPRESSED_BLOCK_SIZE,
?GL_UNPACK_COMPRESSED_BLOCK_WIDTH,
?GL_UNPACK_COMPRESSED_BLOCK_HEIGHT , and
?GL_UNPACK_COMPRESSED_BLOCK_DEPTH, respectively. b s is the compressed
block size in bytes; b w, b h, and b d are the compressed block width, height,
and depth in pixels.
By default the pixel storage modes ?GL_UNPACK_ROW_LENGTH,
?GL_UNPACK_SKIP_ROWS , ?GL_UNPACK_SKIP_PIXELS,
?GL_UNPACK_IMAGE_HEIGHT and ?GL_UNPACK_SKIP_IMAGES are ignored
for compressed images. To enable ?GL_UNPACK_SKIP_PIXELS and
?GL_UNPACK_ROW_LENGTH , b s and b w must both be non-zero. To also
enable ?GL_UNPACK_SKIP_ROWS and ?GL_UNPACK_IMAGE_HEIGHT , b h
must be non-zero. To also enable ?GL_UNPACK_SKIP_IMAGES, b d must be
non-zero. All parameters must be consistent with the compressed format to
produce the desired results.
When selecting a sub-rectangle from a compressed image: the value of
?GL_UNPACK_SKIP_PIXELS must be a multiple of b w;the value of
?GL_UNPACK_SKIP_ROWS must be a multiple of b w.
ImageSize must be equal to:
b s*|width b/w|*|height b/h|
See external documentation.
Types:
Target = enum()
Level = integer()
Internalformat = enum()
Width = integer()
Border = integer()
ImageSize = integer()
Data = offset() | mem()
Specify a one-dimensional texture image in a compressed format
Texturing allows elements of an image array to be read by shaders.
gl:compressedTexImage1D loads a previously defined, and retrieved,
compressed one-dimensional texture image if Target is
?GL_TEXTURE_1D (see gl:texImage1D/8 ).
If Target is ?GL_PROXY_TEXTURE_1D, no data is read from
Data , but all of the texture image state is recalculated, checked for
consistency, and checked against the implementation's capabilities. If the
implementation cannot handle a texture of the requested texture size, it sets
all of the image state to 0, but does not generate an error (see
gl:getError/0 ). To query for an entire mipmap array, use an image
array level greater than or equal to 1.
Internalformat must be an extension-specified compressed-texture format.
When a texture is loaded with gl:texImage1D/8 using a generic
compressed texture format (e.g., ?GL_COMPRESSED_RGB) the GL selects
from one of its extensions supporting compressed textures. In order to load
the compressed texture image using gl:compressedTexImage1D , query the
compressed texture image's size and format using
gl:getTexLevelParameterfv/3 .
If a non-zero named buffer object is bound to the ?GL_PIXEL_UNPACK_BUFFER
target (see gl:bindBuffer/2 ) while a texture image is specified,
Data is treated as a byte offset into the buffer object's data store.
If the compressed data are arranged into fixed-size blocks of texels, the pixel
storage modes can be used to select a sub-rectangle from a larger containing
rectangle. These pixel storage modes operate in the same way as they do for
gl:texImage1D/8 . In the following description, denote by b s, b w, b
h, and b d, the values of pixel storage modes
?GL_UNPACK_COMPRESSED_BLOCK_SIZE,
?GL_UNPACK_COMPRESSED_BLOCK_WIDTH,
?GL_UNPACK_COMPRESSED_BLOCK_HEIGHT , and
?GL_UNPACK_COMPRESSED_BLOCK_DEPTH, respectively. b s is the compressed
block size in bytes; b w, b h, and b d are the compressed block width, height,
and depth in pixels.
By default the pixel storage modes ?GL_UNPACK_ROW_LENGTH,
?GL_UNPACK_SKIP_ROWS , ?GL_UNPACK_SKIP_PIXELS,
?GL_UNPACK_IMAGE_HEIGHT and ?GL_UNPACK_SKIP_IMAGES are ignored
for compressed images. To enable ?GL_UNPACK_SKIP_PIXELS and
?GL_UNPACK_ROW_LENGTH , b s and b w must both be non-zero. To also
enable ?GL_UNPACK_SKIP_ROWS and ?GL_UNPACK_IMAGE_HEIGHT , b h
must be non-zero. To also enable ?GL_UNPACK_SKIP_IMAGES, b d must be
non-zero. All parameters must be consistent with the compressed format to
produce the desired results.
When selecting a sub-rectangle from a compressed image: the value of
?GL_UNPACK_SKIP_PIXELS must be a multiple of b w;
ImageSize must be equal to:
b s*|width b/w|
See external documentation.
Types:
Target = enum()
Level = integer()
Xoffset = integer()
Yoffset = integer()
Zoffset = integer()
Width = integer()
Height = integer()
Depth = integer()
Format = enum()
ImageSize = integer()
Data = offset() | mem()
Specify a three-dimensional texture subimage in a compressed format
Texturing allows elements of an image array to be read by shaders.
gl:compressedTexSubImage3D redefines a contiguous subregion of an
existing three-dimensional texture image. The texels referenced by Data
replace the portion of the existing texture array with x indices
Xoffset and xoffset+width-1, and the y indices Yoffset and
yoffset+height-1, and the z indices Zoffset and zoffset+depth-1,
inclusive. This region may not include any texels outside the range of the
texture array as it was originally specified. It is not an error to specify a
subtexture with width of 0, but such a specification has no effect.
Internalformat must be a known compressed image format (such as
?GL_RGTC) or an extension-specified compressed-texture format. The
Format of the compressed texture image is selected by the GL
implementation that compressed it (see gl:texImage3D/10 ) and should be
queried at the time the texture was compressed with
gl:getTexLevelParameterfv/3 .
If a non-zero named buffer object is bound to the ?GL_PIXEL_UNPACK_BUFFER
target (see gl:bindBuffer/2 ) while a texture image is specified,
Data is treated as a byte offset into the buffer object's data store.
See external documentation.
Types:
Target = enum()
Level = integer()
Xoffset = integer()
Yoffset = integer()
Width = integer()
Height = integer()
Format = enum()
ImageSize = integer()
Data = offset() | mem()
Specify a two-dimensional texture subimage in a compressed format
Texturing allows elements of an image array to be read by shaders.
gl:compressedTexSubImage2D redefines a contiguous subregion of an
existing two-dimensional texture image. The texels referenced by Data
replace the portion of the existing texture array with x indices
Xoffset and xoffset+width-1, and the y indices Yoffset and
yoffset+height-1, inclusive. This region may not include any texels outside
the range of the texture array as it was originally specified. It is not an
error to specify a subtexture with width of 0, but such a specification has no
effect.
Internalformat must be a known compressed image format (such as
?GL_RGTC) or an extension-specified compressed-texture format. The
Format of the compressed texture image is selected by the GL
implementation that compressed it (see gl:texImage2D/9 ) and should be
queried at the time the texture was compressed with
gl:getTexLevelParameterfv/3 .
If a non-zero named buffer object is bound to the ?GL_PIXEL_UNPACK_BUFFER
target (see gl:bindBuffer/2 ) while a texture image is specified,
Data is treated as a byte offset into the buffer object's data store.
See external documentation.
Types:
Target = enum()
Level = integer()
Xoffset = integer()
Width = integer()
Format = enum()
ImageSize = integer()
Data = offset() | mem()
Specify a one-dimensional texture subimage in a compressed format
Texturing allows elements of an image array to be read by shaders.
gl:compressedTexSubImage1D redefines a contiguous subregion of an
existing one-dimensional texture image. The texels referenced by Data
replace the portion of the existing texture array with x indices
Xoffset and xoffset+width-1, inclusive. This region may not include any
texels outside the range of the texture array as it was originally specified.
It is not an error to specify a subtexture with width of 0, but such a
specification has no effect.
Internalformat must be a known compressed image format (such as
?GL_RGTC) or an extension-specified compressed-texture format. The
Format of the compressed texture image is selected by the GL
implementation that compressed it (see gl:texImage1D/8 ), and should be
queried at the time the texture was compressed with
gl:getTexLevelParameterfv/3 .
If a non-zero named buffer object is bound to the ?GL_PIXEL_UNPACK_BUFFER
target (see gl:bindBuffer/2 ) while a texture image is specified,
Data is treated as a byte offset into the buffer object's data store.
See external documentation.
Types:
Target = enum()
Lod = integer()
Img = mem()
Return a compressed texture image
gl:getCompressedTexImage returns the compressed texture image associated
with Target and Lod into Img . Img should be an
array of ?GL_TEXTURE_COMPRESSED_IMAGE_SIZE bytes. Target
specifies whether the desired texture image was one specified by
gl:texImage1D/8 ( ?GL_TEXTURE_1D), gl:texImage2D/9
(?GL_TEXTURE_2D or any of ?GL_TEXTURE_CUBE_MAP_* ), or
gl:texImage3D/10 ( ?GL_TEXTURE_3D). Lod specifies the
level-of-detail number of the desired image.
If a non-zero named buffer object is bound to the ?GL_PIXEL_PACK_BUFFER
target (see gl:bindBuffer/2 ) while a texture image is requested,
Img is treated as a byte offset into the buffer object's data store.
To minimize errors, first verify that the texture is compressed by calling
gl:getTexLevelParameterfv/3 with argument
?GL_TEXTURE_COMPRESSED. If the texture is compressed, then determine
the amount of memory required to store the compressed texture by calling
gl:getTexLevelParameterfv/3 with argument
?GL_TEXTURE_COMPRESSED_IMAGE_SIZE. Finally, retrieve the internal
format of the texture by calling gl:getTexLevelParameterfv/3 with
argument ?GL_TEXTURE_INTERNAL_FORMAT . To store the texture for later
use, associate the internal format and size with the retrieved texture image.
These data can be used by the respective texture or subtexture loading routine
used for loading Target textures.
See external documentation.
Types:
Texture = enum()
Select active texture unit
gl:clientActiveTexture selects the vertex array client state parameters
to be modified by gl:texCoordPointer/4 , and enabled or disabled with
gl:enableClientState/1 or gl:enableClientState/1 , respectively,
when called with a parameter of ?GL_TEXTURE_COORD_ARRAY .
See external documentation.
Types:
Target = enum()
S = float()
Set the current texture coordinates
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).
The current texture coordinates are part of the data that is associated with
each vertex and with the current raster position. Initially, the values for (s
t r q) are (0 0 0 1).
See external documentation.
Types:
V = {S::float()}
Equivalent to multiTexCoord1d(Target, S).
Types:
Target = enum()
S = float()
See multiTexCoord1d/2
Types:
V = {S::float()}
Equivalent to multiTexCoord1f(Target, S).
Types:
Target = enum()
S = integer()
See multiTexCoord1d/2
Types:
V = {S::integer()}
Equivalent to multiTexCoord1i(Target, S).
Types:
Target = enum()
S = integer()
See multiTexCoord1d/2
Types:
V = {S::integer()}
Equivalent to multiTexCoord1s(Target, S).
Types:
Target = enum()
S = float()
T = float()
See multiTexCoord1d/2
Types:
V = {S::float(), T::float()}
Equivalent to multiTexCoord2d(Target, S, T).
Types:
Target = enum()
S = float()
T = float()
See multiTexCoord1d/2
Types:
V = {S::float(), T::float()}
Equivalent to multiTexCoord2f(Target, S, T).
Types:
Target = enum()
S = integer()
T = integer()
See multiTexCoord1d/2
Types:
V = {S::integer(), T::integer()}
Equivalent to multiTexCoord2i(Target, S, T).
Types:
Target = enum()
S = integer()
T = integer()
See multiTexCoord1d/2
Types:
V = {S::integer(), T::integer()}
Equivalent to multiTexCoord2s(Target, S, T).
Types:
Target = enum()
S = float()
T = float()
R = float()
See multiTexCoord1d/2
Types:
V = {S::float(), T::float(), R::float()}
Equivalent to multiTexCoord3d(Target, S, T, R).
Types:
Target = enum()
S = float()
T = float()
R = float()
See multiTexCoord1d/2
Types:
V = {S::float(), T::float(), R::float()}
Equivalent to multiTexCoord3f(Target, S, T, R).
Types:
Target = enum()
S = integer()
T = integer()
R = integer()
See multiTexCoord1d/2
Types:
V = {S::integer(), T::integer(), R::integer()}
Equivalent to multiTexCoord3i(Target, S, T, R).
Types:
Target = enum()
S = integer()
T = integer()
R = integer()
See multiTexCoord1d/2
Types:
V = {S::integer(), T::integer(), R::integer()}
Equivalent to multiTexCoord3s(Target, S, T, R).
Types:
Target = enum()
S = float()
T = float()
R = float()
Q = float()
See multiTexCoord1d/2
Types:
V = {S::float(), T::float(), R::float(),
Q::float()}
Equivalent to multiTexCoord4d(Target, S, T, R, Q).
Types:
Target = enum()
S = float()
T = float()
R = float()
Q = float()
See multiTexCoord1d/2
Types:
V = {S::float(), T::float(), R::float(),
Q::float()}
Equivalent to multiTexCoord4f(Target, S, T, R, Q).
Types:
Target = enum()
S = integer()
T = integer()
R = integer()
Q = integer()
See multiTexCoord1d/2
Types:
V = {S::integer(), T::integer(), R::integer(),
Q::integer()}
Equivalent to multiTexCoord4i(Target, S, T, R, Q).
Types:
Target = enum()
S = integer()
T = integer()
R = integer()
Q = integer()
See multiTexCoord1d/2
Types:
V = {S::integer(), T::integer(), R::integer(),
Q::integer()}
Equivalent to multiTexCoord4s(Target, S, T, R, Q).
Types:
M = matrix()
Replace the current matrix with the specified row-major ordered matrix
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, depending on the current matrix
mode (see gl:matrixMode/1 ).
The current matrix, M, defines a transformation of coordinates. For instance,
assume M refers to the modelview matrix. If v=(v[0] v[1] v[2] v[3]) is the set
of object coordinates of a vertex, and M points to an array of 16
single- or double-precision floating-point values m={m[0] m[1] ... m[15]},
then the modelview transformation M(v) does the following:
M(v)=(m[0] m[1] m[2] m[3] m[4] m[5] m[6] m[7] m[8] m[9] m[10] m[11] m[12] m[13]
m[14] m[15])*(v[0] v[1] v[2] v[3])
Projection and texture transformations are similarly defined.
Calling gl:loadTransposeMatrix with matrix M is identical in operation to
gl:loadMatrixd/1 with M T, where T represents the transpose.
See external documentation.
Types:
M = matrix()
See loadTransposeMatrixf/1
Types:
M = matrix()
Multiply the current matrix with the specified row-major ordered matrix
gl:multTransposeMatrix multiplies the current matrix with the one
specified using M , and replaces the current matrix with the product.
The current matrix is determined by the current matrix mode (see
gl:matrixMode/1 ). It is either the projection matrix, modelview
matrix, or the texture matrix.
See external documentation.
Types:
M = matrix()
See multTransposeMatrixf/1
Types:
SfactorRGB = enum()
DfactorRGB = enum()
SfactorAlpha = enum()
DfactorAlpha = enum()
Specify pixel arithmetic for RGB and alpha components separately
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:enable/1 with argument ?GL_BLEND to enable and disable
blending.
gl:blendFuncSeparate defines the operation of blending for all draw
buffers when it is enabled. gl:blendFuncSeparatei defines the operation
of blending for a single draw buffer specified by Buf when enabled for
that draw buffer. SrcRGB specifies which method is used to scale the
source RGB-color components. DstRGB specifies which method is used to
scale the destination RGB-color components. Likewise, SrcAlpha
specifies which method is used to scale the source alpha color component, and
DstAlpha specifies which method is used to scale the destination alpha
component. The possible methods are described in the following table. Each
method defines four scale factors, one each for red, green, blue, and alpha.
In the table and in subsequent equations, first source, second source and
destination color components are referred to as (R s0 G s0 B s0 A s0), (R s1 G
s1 B s1 A s1), and (R d G d B d A d), respectively. The color specified by
gl:blendColor/4 is referred to as (R c G c B c A c). They are
understood to have integer values between 0 and (k R k G k B k A), where
k c= 2(m c)-1
and (m R m G m B m A) is the number of red, green, blue, and alpha bitplanes.
Source and destination scale factors are referred to as (s R s G s B s A) and (d
R d G d B d A). All scale factors have range [0 1]. ParameterRGB
Factor Alpha Factor
?GL_ZERO(0 0 0) 0
?GL_ONE (1 1 1) 1
?GL_SRC_COLOR(R s0 k/R G s0 k/G B s0 k/B) A s0 k/A
?GL_ONE_MINUS_SRC_COLOR(1 1 1 1)-(R s0 k/R G s0 k/G B s0 k/B) 1-A s0 k/A
?GL_DST_COLOR(R d k/R G d k/G B d k/B) A d k/A
?GL_ONE_MINUS_DST_COLOR (1 1 1)-(R d k/R G d k/G B d k/B) 1-A d k/A
?GL_SRC_ALPHA(A s0 k/A A s0 k/A A s0 k/A) A s0 k/A
?GL_ONE_MINUS_SRC_ALPHA(1 1 1)-(A s0 k/A A s0 k/A A s0 k/A ) 1-A s0 k/A
?GL_DST_ALPHA(A d k/A A d k/A A d k/A) A d k/A
?GL_ONE_MINUS_DST_ALPHA (1 1 1)-(A d k/A A d k/A A d k/A) 1-A d k/A
?GL_CONSTANT_COLOR(R c G c B c) A c
?GL_ONE_MINUS_CONSTANT_COLOR(1 1 1)-(R c G c B c) 1-A c
?GL_CONSTANT_ALPHA(A c A c A c) A c
?GL_ONE_MINUS_CONSTANT_ALPHA (1 1 1)-(A c A c A c) 1-A c
?GL_SRC_ALPHA_SATURATE(i i i) 1
?GL_SRC1_COLOR(R s1 k/R G s1 k/G B s1 k/B) A s1 k/A
?GL_ONE_MINUS_SRC_COLOR (1 1 1 1)-(R s1 k/R G s1 k/G B s1 k/B) 1-A s1 k/A
?GL_SRC1_ALPHA(A s1 k/A A s1 k/A A s1 k/A) A s1 k/A
?GL_ONE_MINUS_SRC_ALPHA(1 1 1)-(A s1 k/A A s1 k/A A s1 k/A ) 1-A s1 k/A
In the table,
i= min(A s 1-(A d))
To determine the blended RGBA values of a pixel, the system uses the following
equations:
R d= min(k R R s s R+R d d R) G d= min(k G G s s G+G d d G) B d= min(k B B s s
B+B d d B) A d= min(k A A s s A+A d d A)
Despite the apparent precision of the above equations, blending arithmetic is
not exactly specified, because blending operates with imprecise integer color
values. However, a blend factor that should be equal to 1 is guaranteed not to
modify its multiplicand, and a blend factor equal to 0 reduces its
multiplicand to 0. For example, when SrcRGB is ?GL_SRC_ALPHA ,
DstRGB is ?GL_ONE_MINUS_SRC_ALPHA, and A s is equal to k A, the
equations reduce to simple replacement:
R d= R s G d= G s B d= B s A d= A s
See external documentation.
Types:
Mode = enum()
First = [integer()]
Count = [integer()]
Render multiple sets of primitives from array data
gl:multiDrawArrays specifies multiple sets of 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:multiDrawArrays.
gl:multiDrawArrays behaves identically to gl:drawArrays/3 except
that Primcount separate ranges of elements are specified instead.
When gl:multiDrawArrays is called, it uses Count sequential
elements from each enabled array to construct a sequence of geometric
primitives, beginning with element First . Mode specifies what
kind of primitives are constructed, and how the array elements construct those
primitives.
Vertex attributes that are modified by gl:multiDrawArrays have an
unspecified value after gl:multiDrawArrays returns. Attributes that
aren't modified remain well defined.
See external documentation.
Types:
Pname = enum()
Param = float()
Specify point parameters
The following values are accepted for Pname :
?GL_POINT_FADE_THRESHOLD_SIZE: Params is a single floating-point
value that specifies the threshold value to which point sizes are clamped if
they exceed the specified value. The default value is 1.0.
?GL_POINT_SPRITE_COORD_ORIGIN: Params is a single enum specifying
the point sprite texture coordinate origin, either ?GL_LOWER_LEFT or
?GL_UPPER_LEFT. The default value is ?GL_UPPER_LEFT.
See external documentation.
Types:
Pname = enum()
Params = {float()}
See pointParameterf/2
Types:
Pname = enum()
Param = integer()
See pointParameterf/2
Types:
Pname = enum()
Params = {integer()}
See pointParameterf/2
Types:
Coord = float()
Set the current fog coordinates
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:fogf/2 ).
See external documentation.
Types:
Coord = {Coord::float()}
Equivalent to fogCoordf(Coord).
Types:
Coord = float()
See fogCoordf/1
Types:
Coord = {Coord::float()}
Equivalent to fogCoordd(Coord).
Types:
Type = enum()
Stride = integer()
Pointer = offset() | mem()
Define an array of fog coordinates
gl:fogCoordPointer specifies the location and data format of an array of
fog coordinates to use when rendering. Type specifies 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.
If a non-zero named buffer object is bound to the ?GL_ARRAY_BUFFER target
(see gl:bindBuffer/2 ) while a fog coordinate array is specified,
Pointer is treated as a byte offset into the buffer object's data
store. Also, the buffer object binding ( ?GL_ARRAY_BUFFER_BINDING ) is
saved as fog coordinate vertex array client-side state (
?GL_FOG_COORD_ARRAY_BUFFER_BINDING ).
When a fog coordinate array is specified, Type , Stride , and
Pointer are saved as client-side state, in addition to the current
vertex array buffer object binding.
To enable and disable the fog coordinate array, call
gl:enableClientState/1 and gl:enableClientState/1 with the
argument ?GL_FOG_COORD_ARRAY. If enabled, the fog coordinate array is
used when gl:drawArrays/3 , gl:multiDrawArrays/3 ,
gl:drawElements/4 , see glMultiDrawElements ,
gl:drawRangeElements/6 , or gl:arrayElement/1 is called.
See external documentation.
Types:
Red = integer()
Green = integer()
Blue = integer()
Set the current secondary color
The GL stores both a primary four-valued RGBA color and a secondary four-valued
RGBA color (where alpha is always set to 0.0) that is associated with every
vertex.
The secondary color is interpolated and applied to each fragment during
rasterization when ?GL_COLOR_SUM is enabled. When lighting is enabled,
and ?GL_SEPARATE_SPECULAR_COLOR is specified, the value of the
secondary color is assigned the value computed from the specular term of the
lighting computation. Both the primary and secondary current colors are
applied to each fragment, regardless of the state of ?GL_COLOR_SUM,
under such conditions. When ?GL_SEPARATE_SPECULAR_COLOR is specified,
the value returned from querying the current secondary color is undefined.
gl:secondaryColor3b, gl:secondaryColor3s, and
gl:secondaryColor3i take three signed byte, short, or long integers as
arguments. When v is appended to the name, the color commands can take
a pointer to an array of such values.
Color values are stored in floating-point format, with unspecified mantissa and
exponent sizes. Unsigned integer color components, when specified, are
linearly mapped to floating-point values such that the largest representable
value maps to 1.0 (full intensity), and 0 maps to 0.0 (zero intensity). Signed
integer color components, when specified, are linearly mapped to
floating-point values such that the most positive representable value maps to
1.0, and the most negative representable value maps to -1.0. (Note that this
mapping does not convert 0 precisely to 0.0). Floating-point values are mapped
directly.
Neither floating-point nor signed integer values are clamped to the range [0 1]
before the current color is updated. However, color components are clamped to
this range before they are interpolated or written into a color buffer.
See external documentation.
Types:
V = {Red::integer(), Green::integer(),
Blue::integer()}
Equivalent to secondaryColor3b(Red, Green, Blue).
Types:
Red = float()
Green = float()
Blue = float()
See secondaryColor3b/3
Types:
V = {Red::float(), Green::float(),
Blue::float()}
Equivalent to secondaryColor3d(Red, Green, Blue).
Types:
Red = float()
Green = float()
Blue = float()
See secondaryColor3b/3
Types:
V = {Red::float(), Green::float(),
Blue::float()}
Equivalent to secondaryColor3f(Red, Green, Blue).
Types:
Red = integer()
Green = integer()
Blue = integer()
See secondaryColor3b/3
Types:
V = {Red::integer(), Green::integer(),
Blue::integer()}
Equivalent to secondaryColor3i(Red, Green, Blue).
Types:
Red = integer()
Green = integer()
Blue = integer()
See secondaryColor3b/3
Types:
V = {Red::integer(), Green::integer(),
Blue::integer()}
Equivalent to secondaryColor3s(Red, Green, Blue).
Types:
Red = integer()
Green = integer()
Blue = integer()
See secondaryColor3b/3
Types:
V = {Red::integer(), Green::integer(),
Blue::integer()}
Equivalent to secondaryColor3ub(Red, Green, Blue).
Types:
Red = integer()
Green = integer()
Blue = integer()
See secondaryColor3b/3
Types:
V = {Red::integer(), Green::integer(),
Blue::integer()}
Equivalent to secondaryColor3ui(Red, Green, Blue).
Types:
Red = integer()
Green = integer()
Blue = integer()
See secondaryColor3b/3
Types:
V = {Red::integer(), Green::integer(),
Blue::integer()}
Equivalent to secondaryColor3us(Red, Green, Blue).
Types:
Size = integer()
Type = enum()
Stride = integer()
Pointer = offset() | mem()
Define an array of secondary colors
gl:secondaryColorPointer 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. 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.
If a non-zero named buffer object is bound to the ?GL_ARRAY_BUFFER target
(see gl:bindBuffer/2 ) while a secondary color array is specified,
Pointer is treated as a byte offset into the buffer object's data
store. Also, the buffer object binding ( ?GL_ARRAY_BUFFER_BINDING ) is
saved as secondary color vertex array client-side state (
?GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING ).
When a secondary color array is specified, Size , Type ,
Stride , and Pointer are saved as client-side state, in addition
to the current vertex array buffer object binding.
To enable and disable the secondary color array, call
gl:enableClientState/1 and gl:enableClientState/1 with the
argument ?GL_SECONDARY_COLOR_ARRAY. If enabled, the secondary color
array is used when gl:arrayElement/1 , gl:drawArrays/3 ,
gl:multiDrawArrays/3 , gl:drawElements/4 , see
glMultiDrawElements, or gl:drawRangeElements/6 is called.
See external documentation.
Types:
X = float()
Y = float()
Specify the raster position in window coordinates for pixel operations
The GL maintains a 3D position in window coordinates. This position, called the
raster position, is used to position pixel and bitmap write operations. It is
maintained with subpixel accuracy. See gl:bitmap/7 ,
gl:drawPixels/5 , and gl:copyPixels/5 .
gl:windowPos2 specifies the x and y coordinates, while z is implicitly
set to 0. gl:windowPos3 specifies all three coordinates. The w
coordinate of the current raster position is always set to 1.0.
gl:windowPos directly updates the x and y coordinates of the current
raster position with the values specified. That is, the values are neither
transformed by the current modelview and projection matrices, nor by the
viewport-to-window transform. The z coordinate of the current raster position
is updated in the following manner:
z={n f(n+z*(f-n)) if z<= 0 if z>= 1(otherwise))
where n is ?GL_DEPTH_RANGE's near value, and f is
?GL_DEPTH_RANGE's far value. See gl:depthRange/2 .
The specified coordinates are not clip-tested, causing the raster position to
always be valid.
The current raster position also includes some associated color data and texture
coordinates. If lighting is enabled, then ?GL_CURRENT_RASTER_COLOR (in
RGBA mode) or ?GL_CURRENT_RASTER_INDEX (in color index mode) is set to
the color produced by the lighting calculation (see gl:lightf/3 ,
gl:lightModelf/2 , and gl:shadeModel/1 ). If lighting is
disabled, current color (in RGBA mode, state variable
?GL_CURRENT_COLOR) or color index (in color index mode, state variable
?GL_CURRENT_INDEX) is used to update the current raster color.
?GL_CURRENT_RASTER_SECONDARY_COLOR (in RGBA mode) is likewise updated.
Likewise, ?GL_CURRENT_RASTER_TEXTURE_COORDS is updated as a function of
?GL_CURRENT_TEXTURE_COORDS , based on the texture matrix and the
texture generation functions (see gl:texGend/3 ). The
?GL_CURRENT_RASTER_DISTANCE is set to the ?GL_CURRENT_FOG_COORD.
See external documentation.
Types:
V = {X::float(), Y::float()}
Equivalent to windowPos2d(X, Y).
Types:
X = float()
Y = float()
See windowPos2d/2
Types:
V = {X::float(), Y::float()}
Equivalent to windowPos2f(X, Y).
Types:
X = integer()
Y = integer()
See windowPos2d/2
Types:
V = {X::integer(), Y::integer()}
Equivalent to windowPos2i(X, Y).
Types:
X = integer()
Y = integer()
See windowPos2d/2
Types:
V = {X::integer(), Y::integer()}
Equivalent to windowPos2s(X, Y).
Types:
X = float()
Y = float()
Z = float()
See windowPos2d/2
Types:
V = {X::float(), Y::float(), Z::float()}
Equivalent to windowPos3d(X, Y, Z).
Types:
X = float()
Y = float()
Z = float()
See windowPos2d/2
Types:
V = {X::float(), Y::float(), Z::float()}
Equivalent to windowPos3f(X, Y, Z).
Types:
X = integer()
Y = integer()
Z = integer()
See windowPos2d/2
Types:
V = {X::integer(), Y::integer(), Z::integer()}
Equivalent to windowPos3i(X, Y, Z).
Types:
X = integer()
Y = integer()
Z = integer()
See windowPos2d/2
Types:
V = {X::integer(), Y::integer(), Z::integer()}
Equivalent to windowPos3s(X, Y, Z).
Types:
N = integer()
Generate query object names
gl:genQueries returns N query 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:genQueries.
Query object names returned by a call to gl:genQueries are not returned
by subsequent calls, unless they are first deleted with
gl:deleteQueries/1 .
No query objects are associated with the returned query object names until they
are first used by calling gl:beginQuery/2 .
See external documentation.
Types:
Ids = [integer()]
Delete named query objects
gl:deleteQueries 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:genQueries/1 ).
gl:deleteQueries silently ignores 0's and names that do not correspond to
existing query objects.
See external documentation.
Types:
Id = integer()
Determine if a name corresponds to a query object
gl:isQuery 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
returns ?GL_FALSE.
A name returned by gl:genQueries/1 , but not yet associated with a query
object by calling gl:beginQuery/2 , is not the name of a query object.
See external documentation.
Types:
Target = enum()
Id = integer()
Delimit the boundaries of a query object
gl:beginQuery and gl:beginQuery/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 determined by Target . Target
must be one of ?GL_SAMPLES_PASSED, ?GL_ANY_SAMPLES_PASSED,
?GL_PRIMITIVES_GENERATED ,
?GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, or ?GL_TIME_ELAPSED.
The behavior of the query object depends on its type and is as follows.
If Target is ?GL_SAMPLES_PASSED, Id must be an unused name,
or the name of an existing occlusion query object. When gl:beginQuery
is executed, the query object's samples-passed counter is reset to 0.
Subsequent rendering will increment the counter for every sample that passes
the depth test. If the value of ?GL_SAMPLE_BUFFERS is 0, then the
samples-passed count is incremented by 1 for each fragment. If the value of
?GL_SAMPLE_BUFFERS is 1, then the samples-passed count is incremented
by the number of samples whose coverage bit is set. However, implementations,
at their discression may instead increase the samples-passed count by the
value of ?GL_SAMPLES if any sample in the fragment is covered. When
gl:endQuery is executed, the samples-passed counter is assigned to the
query object's result value. This value can be queried by calling
gl:getQueryObjectiv/2 with Pname ?GL_QUERY_RESULT.
If Target is ?GL_ANY_SAMPLES_PASSED, Id must be an unused
name, or the name of an existing boolean occlusion query object. When
gl:beginQuery is executed, the query object's samples-passed flag is
reset to ?GL_FALSE. Subsequent rendering causes the flag to be set to
?GL_TRUE if any sample passes the depth test. When gl:endQuery
is executed, the samples-passed flag is assigned to the query object's result
value. This value can be queried by calling gl:getQueryObjectiv/2 with
Pname ?GL_QUERY_RESULT.
If Target is ?GL_PRIMITIVES_GENERATED, Id must be an unused
name, or the name of an existing primitive query object previously bound to
the ?GL_PRIMITIVES_GENERATED query binding. When gl:beginQuery
is executed, the query object's primitives-generated counter is reset to 0.
Subsequent rendering will increment the counter once for every vertex that is
emitted from the geometry shader, or from the vertex shader if no geometry
shader is present. When gl:endQuery is executed, the
primitives-generated counter is assigned to the query object's result value.
This value can be queried by calling gl:getQueryObjectiv/2 with
Pname ?GL_QUERY_RESULT.
If Target is ?GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, Id
must be an unused name, or the name of an existing primitive query object
previously bound to the ?GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN query
binding. When gl:beginQuery is executed, the query object's
primitives-written counter is reset to 0. Subsequent rendering will increment
the counter once for every vertex that is written into the bound transform
feedback buffer(s). If transform feedback mode is not activated between the
call to gl:beginQuery and gl:endQuery, the counter will not be
incremented. When gl:endQuery is executed, the primitives-written
counter is assigned to the query object's result value. This value can be
queried by calling gl:getQueryObjectiv/2 with Pname
?GL_QUERY_RESULT.
If Target is ?GL_TIME_ELAPSED, Id must be an unused name,
or the name of an existing timer query object previously bound to the
?GL_TIME_ELAPSED query binding. When gl:beginQuery is executed,
the query object's time counter is reset to 0. When gl:endQuery is
executed, the elapsed server time that has passed since the call to
gl:beginQuery is written into the query object's time counter. This
value can be queried by calling gl:getQueryObjectiv/2 with Pname
?GL_QUERY_RESULT .
Querying the ?GL_QUERY_RESULT implicitly flushes the GL pipeline until
the rendering delimited by the query object has completed and the result is
available. ?GL_QUERY_RESULT_AVAILABLE can be queried to determine if
the result is immediately available or if the rendering is not yet complete.
See external documentation.
Types:
Target = enum()
See beginQuery/2
Types:
Target = enum()
Pname = enum()
glGetQuery
See external documentation.
Types:
Id = integer()
Pname = enum()
Return parameters of a query object
gl:getQueryObject returns in Params a selected parameter of the
query object specified by Id .
Pname names a specific query object parameter. Pname can be as
follows:
?GL_QUERY_RESULT: Params returns the value of the query object's
passed samples counter. The initial value is 0.
?GL_QUERY_RESULT_AVAILABLE: Params returns whether the passed
samples counter is immediately available. If a delay would occur waiting for
the query result, ?GL_FALSE is returned. Otherwise, ?GL_TRUE is
returned, which also indicates that the results of all previous queries are
available as well.
See external documentation.
Types:
Id = integer()
Pname = enum()
See getQueryObjectiv/2
Types:
Target = enum()
Buffer = integer()
Bind a named buffer object
gl:bindBuffer binds a buffer object to the specified buffer binding
point. Calling gl:bindBuffer 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.
Buffer object names are unsigned integers. The value zero is reserved, but there
is no default buffer object for each buffer object target. Instead,
Buffer set to zero effectively unbinds any buffer object previously
bound, and restores client memory usage for that buffer object target (if
supported for that target). Buffer object names and the corresponding buffer
object contents are local to the shared object space of the current GL
rendering context; two rendering contexts share buffer object names only if
they explicitly enable sharing between contexts through the appropriate GL
windows interfaces functions.
gl:genBuffers/1 must be used to generate a set of unused buffer object
names.
The state of a buffer object immediately after it is first bound is an unmapped
zero-sized memory buffer with ?GL_READ_WRITE access and
?GL_STATIC_DRAW usage.
While a non-zero buffer object name is bound, GL operations on the target to
which it is bound affect the bound buffer object, and queries of the target to
which it is bound return state from the bound buffer object. While buffer
object name zero is bound, as in the initial state, attempts to modify or
query state on the target to which it is bound generates an
?GL_INVALID_OPERATION error.
When a non-zero buffer object is bound to the ?GL_ARRAY_BUFFER target,
the vertex array pointer parameter is interpreted as an offset within the
buffer object measured in basic machine units.
When a non-zero buffer object is bound to the ?GL_DRAW_INDIRECT_BUFFER
target, parameters for draws issued through gl:drawArraysIndirect/2 and
gl:drawElementsIndirect/3 are sourced from that buffer object.
While a non-zero buffer object is bound to the ?GL_ELEMENT_ARRAY_BUFFER
target, the indices parameter of gl:drawElements/4 ,
gl:drawElementsInstanced/5 , gl:drawElementsBaseVertex/5 ,
gl:drawRangeElements/6 , gl:drawRangeElementsBaseVertex/7 , see
glMultiDrawElements , or see glMultiDrawElementsBaseVertex is
interpreted as an offset within the buffer object measured in basic machine
units.
While a non-zero buffer object is bound to the ?GL_PIXEL_PACK_BUFFER
target, the following commands are affected: gl:getCompressedTexImage/3
, gl:getTexImage/5 , and gl:readPixels/7 . The pointer parameter
is interpreted as an offset within the buffer object measured in basic machine
units.
While a non-zero buffer object is bound to the ?GL_PIXEL_UNPACK_BUFFER
target, the following commands are affected: gl:compressedTexImage1D/7
, gl:compressedTexImage2D/8 , gl:compressedTexImage3D/9 ,
gl:compressedTexSubImage1D/7 , gl:compressedTexSubImage2D/9 ,
gl:compressedTexSubImage3D/11 , gl:texImage1D/8 ,
gl:texImage2D/9 , gl:texImage3D/10 , gl:texSubImage1D/7 ,
gl:texSubImage1D/7 , and gl:texSubImage1D/7 . The pointer
parameter is interpreted as an offset within the buffer object measured in
basic machine units.
The buffer targets ?GL_COPY_READ_BUFFER and ?GL_COPY_WRITE_BUFFER
are provided to allow gl:copyBufferSubData/5 to be used without
disturbing the state of other bindings. However, gl:copyBufferSubData/5
may be used with any pair of buffer binding points.
The ?GL_TRANSFORM_FEEDBACK_BUFFER buffer binding point may be passed to
gl:bindBuffer , but will not directly affect transform feedback state.
Instead, the indexed ?GL_TRANSFORM_FEEDBACK_BUFFER bindings must be
used through a call to gl:bindBufferBase/3 or
gl:bindBufferRange/5 . This will affect the generic
?GL_TRANSFORM_FEEDABCK_BUFFER binding.
Likewise, the ?GL_UNIFORM_BUFFER and ?GL_ATOMIC_COUNTER_BUFFER
buffer binding points may be used, but do not directly affect uniform buffer
or atomic counter buffer state, respectively. gl:bindBufferBase/3 or
gl:bindBufferRange/5 must be used to bind a buffer to an indexed
uniform buffer or atomic counter buffer binding point.
A buffer object binding created with gl:bindBuffer remains active until a
different buffer object name is bound to the same target, or until the bound
buffer object is deleted with gl:deleteBuffers/1 .
Once created, a named buffer object may be re-bound to any target as often as
needed. However, the GL implementation may make choices about how to optimize
the storage of a buffer object based on its initial binding target.
See external documentation.
Types:
Buffers = [integer()]
Delete named buffer objects
gl:deleteBuffers deletes N buffer objects named by the elements 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).
gl:deleteBuffers silently ignores 0's and names that do not correspond to
existing buffer objects.
See external documentation.
Types:
N = integer()
Generate buffer object names
gl:genBuffers returns N buffer object names in Buffers .
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:genBuffers .
Buffer object names returned by a call to gl:genBuffers are not returned
by subsequent calls, unless they are first deleted with
gl:deleteBuffers/1 .
No buffer objects are associated with the returned buffer object names until
they are first bound by calling gl:bindBuffer/2 .
See external documentation.
Types:
Buffer = integer()
Determine if a name corresponds to a buffer object
gl:isBuffer 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 returns ?GL_FALSE .
A name returned by gl:genBuffers/1 , but not yet associated with a buffer
object by calling gl:bindBuffer/2 , is not the name of a buffer object.
See external documentation.
Types:
Target = enum()
Size = integer()
Data = offset() | mem()
Usage = enum()
Creates and initializes a buffer object's data store
gl:bufferData creates a new data store for the buffer object currently
bound to Target . Any pre-existing data store is deleted. The new data
store is created with the specified Size in bytes and Usage . If
Data is not ?NULL, the data store is initialized with data from
this pointer. In its initial state, the new data store is not mapped, it has a
?NULL mapped pointer, and its mapped access is ?GL_READ_WRITE .
Usage is a hint to the GL implementation as to how a buffer object's data
store will be accessed. This enables the GL implementation to make more
intelligent decisions that may significantly impact buffer object performance.
It does not, however, constrain the actual usage of the data store.
Usage can be broken down into two parts: first, the frequency of access
(modification and usage), and second, the nature of that access. The frequency
of access may be one of these:
STREAM: The data store contents will be modified once and used at most a few
times.
STATIC: The data store contents will be modified once and used many times.
DYNAMIC: The data store contents will be modified repeatedly and used many
times.
The nature of access may be one of these:
DRAW: The data store contents are modified by the application, and used as the
source for GL drawing and image specification commands.
READ: The data store contents are modified by reading data from the GL, and used
to return that data when queried by the application.
COPY: The data store contents are modified by reading data from the GL, and used
as the source for GL drawing and image specification commands.
See external documentation.
Types:
Target = enum()
Offset = integer()
Size = integer()
Data = offset() | mem()
Updates a subset of a buffer object's data store
gl:bufferSubData redefines some or all of the data store for the buffer
object currently bound to Target . Data starting at byte offset
Offset and extending for Size bytes is copied to the data store
from the memory pointed to by Data . An error is thrown if
Offset and Size together define a range beyond the bounds of the
buffer object's data store.
See external documentation.
Types:
Target = enum()
Offset = integer()
Size = integer()
Data = mem()
Returns a subset of a buffer object's data store
gl:getBufferSubData returns some or all of the data from the buffer
object currently bound to Target . Data starting at byte offset
Offset and extending for Size bytes is copied from the 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.
See external documentation.
Types:
Target = enum()
Pname = enum()
Return parameters of a buffer object
gl:getBufferParameteriv returns in Data a selected parameter of
the buffer object specified by Target .
Value names a specific buffer object parameter, as follows:
?GL_BUFFER_ACCESS: Params returns the access policy set while
mapping the buffer object. The initial value is ?GL_READ_WRITE.
?GL_BUFFER_MAPPED: Params returns a flag indicating whether the
buffer object is currently mapped. The initial value is ?GL_FALSE.
?GL_BUFFER_SIZE: Params returns the size of the buffer object,
measured in bytes. The initial value is 0.
?GL_BUFFER_USAGE: Params returns the buffer object's usage
pattern. The initial value is ?GL_STATIC_DRAW.
See external documentation.
Types:
ModeRGB = enum()
ModeAlpha = enum()
Set the RGB blend equation and the alpha blend equation separately
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 specifie one blend equation for the RGB-color components and
one blend equation for the alpha component. gl:blendEquationSeparatei
specifies the blend equations for a single draw buffer whereas
gl:blendEquationSeparate sets the blend equations for all draw buffers.
The blend equations use the source and destination blend factors specified by
either gl:blendFunc/2 or gl:blendFuncSeparate/4 . See
gl:blendFunc/2 or gl:blendFuncSeparate/4 for a description of
the various blend factors.
In the equations that follow, source and destination color components are
referred to as (R s G s B s A s) and (R d G d B d A d), respectively. The
result color is referred to as (R r G r B r A r). The source and destination
blend factors are denoted (s R s G s B s A) and (d R d G d B d A),
respectively. For these equations all color components are understood to have
values in the range [0 1]. ModeRGB ComponentsAlpha
Component
?GL_FUNC_ADD Rr= R s s R+R d d R Gr= G s s G+G d d G Br= B s s B+B d d B
Ar= A s s A+A d d A
?GL_FUNC_SUBTRACT Rr= R s s R-R d d R Gr= G s s G-G d d G Br= B s s B-B d
d B Ar= A s s A-A d d A
?GL_FUNC_REVERSE_SUBTRACT Rr= R d d R-R s s R Gr= G d d G-G s s G Br= B d
d B-B s s B Ar= A d d A-A s s A
?GL_MIN Rr= min(R s R d) Gr= min(G s G d) Br= min(B s B d) Ar= min(A s A
d)
?GL_MAX Rr= max(R s R d) Gr= max(G s G d) Br= max(B s B d) Ar= max(A s A
d)
The results of these equations are clamped to the range [0 1].
The ?GL_MIN and ?GL_MAX equations are useful for applications that
analyze image data (image thresholding against a constant color, for example).
The ?GL_FUNC_ADD equation is useful for antialiasing and transparency,
among other things.
Initially, both the RGB blend equation and the alpha blend equation are set to
?GL_FUNC_ADD .
See external documentation.
Types:
Bufs = [enum()]
Specifies a list of color buffers to be drawn into
gl:drawBuffers defines 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 discarded.
The symbolic constants contained in Bufs may be any of the following:
?GL_NONE: The fragment shader output value is not written into any color
buffer.
?GL_FRONT_LEFT: The fragment shader output value is written into the
front left color buffer.
?GL_FRONT_RIGHT: The fragment shader output value is written into the
front right color buffer.
?GL_BACK_LEFT: The fragment shader output value is written into the back
left color buffer.
?GL_BACK_RIGHT: The fragment shader output value is written into the back
right color buffer.
?GL_COLOR_ATTACHMENTn: The fragment shader output value is written
into the nth color attachment of the current framebuffer. n may
range from 0 to the value of ?GL_MAX_COLOR_ATTACHMENTS.
Except for ?GL_NONE, the preceding symbolic constants may not appear more
than once in Bufs . The maximum number of draw buffers supported is
implementation dependent and can be queried by calling gl:getBooleanv/1
with the argument ?GL_MAX_DRAW_BUFFERS .
See external documentation.
Types:
Face = enum()
Sfail = enum()
Dpfail = enum()
Dppass = enum()
Set front and/or back stencil test actions
Stenciling, like depth-buffering, enables and disables drawing on a per-pixel
basis. You draw into the stencil planes using GL drawing primitives, then
render geometry and images, using the stencil planes to mask out portions of
the screen. Stenciling is typically used in multipass rendering algorithms to
achieve special effects, such as decals, outlining, and constructive solid
geometry rendering.
The stencil test conditionally eliminates a pixel based on the outcome of a
comparison between the value in the stencil buffer and a reference value. To
enable and disable the test, call gl:enable/1 and gl:enable/1
with argument ?GL_STENCIL_TEST ; to control it, call
gl:stencilFunc/3 or gl:stencilFuncSeparate/4 .
There can be two separate sets of Sfail , Dpfail , and
Dppass parameters; one affects back-facing polygons, and the other
affects front-facing polygons as well as other non-polygon primitives.
gl:stencilOp/3 sets both front and back stencil state to the same
values, as if gl:stencilOpSeparate/4 were called with Face set
to ?GL_FRONT_AND_BACK.
gl:stencilOpSeparate takes three arguments that indicate what happens to
the stored stencil value while stenciling is enabled. If the stencil test
fails, no change is made to the pixel's color or depth buffers, and
Sfail specifies what happens to the stencil buffer contents. The
following eight actions are possible.
?GL_KEEP: Keeps the current value.
?GL_ZERO: Sets the stencil buffer value to 0.
?GL_REPLACE: Sets the stencil buffer value to ref, as specified by
gl:stencilFunc/3 .
?GL_INCR: Increments the current stencil buffer value. Clamps to the
maximum representable unsigned value.
?GL_INCR_WRAP: Increments the current stencil buffer value. Wraps stencil
buffer value to zero when incrementing the maximum representable unsigned
value.
?GL_DECR: Decrements the current stencil buffer value. Clamps to 0.
?GL_DECR_WRAP: Decrements the current stencil buffer value. Wraps stencil
buffer value to the maximum representable unsigned value when decrementing a
stencil buffer value of zero.
?GL_INVERT: Bitwise inverts the current stencil buffer value.
Stencil buffer values are treated as unsigned integers. When incremented and
decremented, values are clamped to 0 and 2 n-1, where n is the value returned
by querying ?GL_STENCIL_BITS .
The other two arguments to gl:stencilOpSeparate specify stencil buffer
actions that depend on whether subsequent depth buffer tests succeed (
Dppass ) or fail ( Dpfail ) (see gl:depthFunc/1 ). The
actions are specified using the same eight symbolic constants as Sfail
. Note that Dpfail is ignored when there is no depth buffer, or when
the depth buffer is not enabled. In these cases, Sfail and
Dppass specify stencil action when the stencil test fails and passes,
respectively.
See external documentation.
Types:
Face = enum()
Func = enum()
Ref = integer()
Mask = integer()
Set front and/or back function and reference value for stencil testing
Stenciling, like depth-buffering, enables and disables drawing on a per-pixel
basis. You draw into the stencil planes using GL drawing primitives, then
render geometry and images, using the stencil planes to mask out portions of
the screen. Stenciling is typically used in multipass rendering algorithms to
achieve special effects, such as decals, outlining, and constructive solid
geometry rendering.
The stencil test conditionally eliminates a pixel based on the outcome of a
comparison between the reference value and the value in the stencil buffer. To
enable and disable the test, call gl:enable/1 and gl:enable/1
with argument ?GL_STENCIL_TEST . To specify actions based on the
outcome of the stencil test, call gl:stencilOp/3 or
gl:stencilOpSeparate/4 .
There can be two separate sets of Func , Ref , and Mask
parameters; one affects back-facing polygons, and the other affects
front-facing polygons as well as other non-polygon primitives.
gl:stencilFunc/3 sets both front and back stencil state to the same
values, as if gl:stencilFuncSeparate/4 were called with Face set
to ?GL_FRONT_AND_BACK.
Func is a symbolic constant that determines the stencil comparison
function. It accepts one of eight values, shown in the following list.
Ref is an integer reference value that is used in the stencil
comparison. It is clamped to the range [0 2 n-1], where n is the number of
bitplanes in the stencil buffer. Mask is bitwise ANDed with both the
reference value and the stored stencil value, with the ANDed values
participating in the comparison.
If stencil represents the value stored in the corresponding stencil
buffer location, the following list shows the effect of each comparison
function that can be specified by Func . Only if the comparison
succeeds is the pixel passed through to the next stage in the rasterization
process (see gl:stencilOp/3 ). All tests treat stencil values as
unsigned integers in the range [0 2 n-1], where n is the number of bitplanes
in the stencil buffer.
The following values are accepted by Func :
?GL_NEVER: Always fails.
?GL_LESS: Passes if ( Ref & Mask ) < (
stencil & Mask ).
?GL_LEQUAL: Passes if ( Ref & Mask ) <= (
stencil & Mask ).
?GL_GREATER: Passes if ( Ref & Mask ) > (
stencil & Mask ).
?GL_GEQUAL: Passes if ( Ref & Mask ) >= (
stencil & Mask ).
?GL_EQUAL: Passes if ( Ref & Mask ) = ( stencil
& Mask ).
?GL_NOTEQUAL: Passes if ( Ref & Mask ) != (
stencil & Mask ).
?GL_ALWAYS: Always passes.
See external documentation.
Types:
Face = enum()
Mask = integer()
Control the front and/or back writing of individual bits in the stencil planes
gl:stencilMaskSeparate 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.
There can be two separate Mask writemasks; one affects back-facing
polygons, and the other affects front-facing polygons as well as other
non-polygon primitives. gl:stencilMask/1 sets both front and back
stencil writemasks to the same values, as if gl:stencilMaskSeparate/2
were called with Face set to ?GL_FRONT_AND_BACK.
See external documentation.
Types:
Program = integer()
Shader = integer()
Attaches a shader object to a program object
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 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 .
All operations that can be performed on a shader object are valid whether or not
the shader object is attached to a program object. It is permissible to attach
a shader object to a program object before source code has been loaded into
the shader object or before the shader object has been compiled. It is
permissible to attach multiple shader objects of the same type because each
may contain a portion of the complete shader. It is also permissible to attach
a shader object to more than one program object. If a shader object is deleted
while it is attached to a program object, it will be flagged for deletion, and
deletion will not occur until gl:detachShader/2 is called to detach it
from all program objects to which it is attached.
See external documentation.
Types:
Program = integer()
Index = integer()
Name = string()
Associates a generic vertex attribute index with a named attribute variable
gl:bindAttribLocation 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 variable specified by Name .
If Name refers to a matrix attribute variable, Index refers to the
first column of the matrix. Other matrix columns are then automatically bound
to locations Index+1 for a matrix of type mat2; Index+1
and Index+2 for a matrix of type mat3; and Index+1 ,
Index+2 , and Index+3 for a matrix of type mat4 .
This command makes it possible for vertex shaders to use descriptive names for
attribute variables rather than generic variables that are numbered from 0 to
?GL_MAX_VERTEX_ATTRIBS -1. The values sent to each generic attribute
index are part of current state. If a different program object is made current
by calling gl:useProgram/1 , the generic vertex attributes are tracked
in such a way that the same values will be observed by attributes in the new
program object that are also bound to Index .
Attribute variable name-to-generic attribute index bindings for a program object
can be explicitly assigned at any time by calling
gl:bindAttribLocation. Attribute bindings do not go into effect until
gl:linkProgram/1 is called. After a program object has been linked
successfully, the index values for generic attributes remain fixed (and their
values can be queried) until the next link command occurs.
Any attribute binding that occurs after the program object has been linked will
not take effect until the next time the program object is linked.
See external documentation.
Types:
Shader = integer()
Compiles a shader object
gl:compileShader compiles the source code strings that have been stored
in the shader object specified by Shader .
The compilation status will be stored as part of the shader object's state. This
value will be set to ?GL_TRUE if the shader was compiled without errors
and is ready for use, and ?GL_FALSE otherwise. It can be queried by
calling gl:getShaderiv/2 with arguments Shader and
?GL_COMPILE_STATUS.
Compilation of a shader can fail for a number of reasons as specified by the
OpenGL Shading Language Specification. Whether or not the compilation was
successful, information about the compilation can be obtained from the shader
object's information log by calling gl:getShaderInfoLog/2 .
See external documentation.
Creates a program object
gl:createProgram 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 provides a mechanism to specify the
shader objects that will be linked to create a program. It also provides a
means for checking 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.
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 . These executables
are made part of current state when gl:useProgram/1 is called. Program
objects can be deleted by calling gl:deleteProgram/1 . The memory
associated with the program object will be deleted when it is no longer part
of current rendering state for any context.
See external documentation.
Types:
Type = enum()
Creates a shader object
gl:createShader 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_VERTEX_SHADER is a shader that is intended to run on the
programmable vertex processor. A shader of type ?GL_TESS_CONTROL_SHADER
is a shader that is intended to run on the programmable tessellation processor
in the control stage. A shader of type ?GL_TESS_EVALUATION_SHADER is a
shader that is intended to run on the programmable 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.
When created, a shader object's ?GL_SHADER_TYPE parameter is set to
either ?GL_VERTEX_SHADER , ?GL_TESS_CONTROL_SHADER,
?GL_TESS_EVALUATION_SHADER, ?GL_GEOMETRY_SHADER or
?GL_FRAGMENT_SHADER, depending on the value of ShaderType .
See external documentation.
Types:
Program = integer()
Deletes a program object
gl:deleteProgram 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:createProgram/0 .
If a program object is in use as part of current rendering state, it will be
flagged for deletion, but it will not be deleted until it is no longer part of
current state for any rendering context. If a program object to be deleted has
shader objects attached to it, those shader objects will be automatically
detached but not deleted unless they have already been flagged for deletion by
a previous call to gl:deleteShader/1 . A value of 0 for Program
will be silently ignored.
To determine whether a program object has been flagged for deletion, call
gl:getProgramiv/2 with arguments Program and
?GL_DELETE_STATUS.
See external documentation.
Types:
Shader = integer()
Deletes a shader object
gl:deleteShader frees the memory and invalidates the name associated with
the shader object specified by Shader . This command effectively undoes
the effects of a call to gl:createShader/1 .
If a shader object to be deleted is attached to a program object, it will be
flagged for deletion, but it will not be deleted until it is no longer
attached to any program object, for any rendering context (i.e., it must be
detached from wherever it was attached before it will be deleted). A value of
0 for Shader will be silently ignored.
To determine whether an object has been flagged for deletion, call
gl:getShaderiv/2 with arguments Shader and
?GL_DELETE_STATUS.
See external documentation.
Types:
Program = integer()
Shader = integer()
Detaches a shader object from a program object to which it is attached
gl:detachShader 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 .
If Shader has already been flagged for deletion by a call to
gl:deleteShader/1 and it is not attached to any other program object,
it will be deleted after it has been detached.
See external documentation.
Types:
Index = integer()
Enable or disable a generic vertex attribute array
gl:enableVertexAttribArray enables the generic vertex attribute array
specified by Index . gl:disableVertexAttribArray disables the
generic vertex attribute array specified by Index . By default, all
client-side capabilities are disabled, including all generic vertex attribute
arrays. If enabled, the values in the generic vertex attribute array will be
accessed and used for rendering when calls are made to vertex array commands
such as gl:drawArrays/3 , gl:drawElements/4 ,
gl:drawRangeElements/6 , see glMultiDrawElements , or
gl:multiDrawArrays/3 .
See external documentation.
Types:
Index = integer()
See disableVertexAttribArray/1
Types:
Program = integer()
Index = integer()
BufSize = integer()
Returns information about an active attribute variable for the specified program
object
gl:getActiveAttrib 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:getProgramiv/2 with the value
?GL_ACTIVE_ATTRIBUTES. A value of 0 for Index selects the first
active attribute variable. Permissible values for Index range from 0 to
the number of active attribute variables minus 1.
A vertex shader may use either built-in attribute variables, user-defined
attribute variables, or both. Built-in attribute variables have a prefix of
"gl_" and reference conventional OpenGL vertex attribtes (e.g.,
Gl_Vertex , Gl_Normal , etc., see the OpenGL Shading Language
specification for a complete list.) User-defined attribute variables have
arbitrary names and obtain their values through numbered generic vertex
attributes. An attribute variable (either built-in or user-defined) is
considered active if it is determined during the link operation that it may be
accessed during program execution. Therefore, Program should have
previously been the target of a call to gl:linkProgram/1 , but it is
not necessary for it to have been linked successfully.
The size of the character buffer required to store the longest attribute
variable name in Program can be obtained by calling
gl:getProgramiv/2 with the value ?GL_ACTIVE_ATTRIBUTE_MAX_LENGTH
. This value should be used to allocate a buffer of sufficient size to store
the returned attribute name. The size of this character buffer is passed in
BufSize , and a pointer to this character buffer is passed in
Name .
gl:getActiveAttrib returns the name of the attribute variable indicated
by Index , storing it in the character buffer specified by Name
. The string returned will be null terminated. The actual number of characters
written into this buffer is returned in Length , and this count does
not include the null termination character. If the length of the returned
string is not required, a value of ?NULL can be passed in the
Length argument.
The Type argument specifies a pointer to a variable into which the
attribute variable's data type will be written. The symbolic constants
?GL_FLOAT, ?GL_FLOAT_VEC2, ?GL_FLOAT_VEC3,
?GL_FLOAT_VEC4, ?GL_FLOAT_MAT2, ?GL_FLOAT_MAT3,
?GL_FLOAT_MAT4, ?GL_FLOAT_MAT2x3, ?GL_FLOAT_MAT2x4,
?GL_FLOAT_MAT3x2 , ?GL_FLOAT_MAT3x4, ?GL_FLOAT_MAT4x2,
?GL_FLOAT_MAT4x3, ?GL_INT , ?GL_INT_VEC2,
?GL_INT_VEC3, ?GL_INT_VEC4, ?GL_UNSIGNED_INT_VEC ,
?GL_UNSIGNED_INT_VEC2, ?GL_UNSIGNED_INT_VEC3,
?GL_UNSIGNED_INT_VEC4, ?DOUBLE, ?DOUBLE_VEC2,
?DOUBLE_VEC3, ?DOUBLE_VEC4, ?DOUBLE_MAT2 ,
?DOUBLE_MAT3, ?DOUBLE_MAT4, ?DOUBLE_MAT2x3,
?DOUBLE_MAT2x4, ?DOUBLE_MAT3x2, ?DOUBLE_MAT3x4,
?DOUBLE_MAT4x2, or ?DOUBLE_MAT4x3 may be returned. The
Size argument will return the size of the attribute, in units of the
type returned in Type .
The list of active attribute variables may include both built-in attribute
variables (which begin with the prefix "gl_") as well as
user-defined attribute variable names.
This function will return as much information as it can about the specified
active attribute variable. If no information is available, Length will
be 0, and Name will be an empty string. This situation could occur if
this function is called after a link operation that failed. If an error
occurs, the return values Length , Size , Type , and
Name will be unmodified.
See external documentation.
Types:
Program = integer()
Index = integer()
BufSize = integer()
Returns information about an active uniform variable for the specified program
object
gl:getActiveUniform returns information about an active uniform variable
in the program object specified by Program . The number of active
uniform variables can be obtained by calling gl:getProgramiv/2 with the
value ?GL_ACTIVE_UNIFORMS. A value of 0 for Index selects the
first active uniform variable. Permissible values for Index range from
0 to the number of active uniform variables minus 1.
Shaders may use either built-in uniform variables, user-defined uniform
variables, or both. Built-in uniform variables have a prefix of
"gl_" and reference existing OpenGL state or values derived from
such state (e.g., Gl_DepthRangeParameters , see the OpenGL Shading
Language specification for a complete list.) User-defined uniform variables
have arbitrary names and obtain their values from the application through
calls to gl:uniform1f/2 . A uniform variable (either built-in or
user-defined) is considered active if it is determined during the link
operation that it may be accessed during program execution. Therefore,
Program should have previously been the target of a call to
gl:linkProgram/1 , but it is not necessary for it to have been linked
successfully.
The size of the character buffer required to store the longest uniform variable
name in Program can be obtained by calling gl:getProgramiv/2
with the value ?GL_ACTIVE_UNIFORM_MAX_LENGTH . This value should be
used to allocate a buffer of sufficient size to store the returned uniform
variable name. The size of this character buffer is passed in BufSize ,
and a pointer to this character buffer is passed in Name.
gl:getActiveUniform returns the name of the uniform variable indicated by
Index , storing it in the character buffer specified by Name .
The string returned will be null terminated. The actual number of characters
written into this buffer is returned in Length , and this count does
not include the null termination character. If the length of the returned
string is not required, a value of ?NULL can be passed in the
Length argument.
The Type argument will return a pointer to the uniform variable's data
type. The symbolic constants returned for uniform types are shown in the table
below. Returned Symbolic ContantShader Uniform Type
?GL_FLOAT?float
?GL_FLOAT_VEC2?vec2
?GL_FLOAT_VEC3?vec3
?GL_FLOAT_VEC4?vec4
?GL_DOUBLE?double
?GL_DOUBLE_VEC2?dvec2
?GL_DOUBLE_VEC3?dvec3
?GL_DOUBLE_VEC4?dvec4
?GL_INT?int
?GL_INT_VEC2?ivec2
?GL_INT_VEC3?ivec3
?GL_INT_VEC4?ivec4
?GL_UNSIGNED_INT?unsigned int
?GL_UNSIGNED_INT_VEC2?uvec2
?GL_UNSIGNED_INT_VEC3?uvec3
?GL_UNSIGNED_INT_VEC4?uvec4
?GL_BOOL?bool
?GL_BOOL_VEC2?bvec2
?GL_BOOL_VEC3?bvec3
?GL_BOOL_VEC4?bvec4
?GL_FLOAT_MAT2?mat2
?GL_FLOAT_MAT3?mat3
?GL_FLOAT_MAT4?mat4
?GL_FLOAT_MAT2x3?mat2x3
?GL_FLOAT_MAT2x4?mat2x4
?GL_FLOAT_MAT3x2?mat3x2
?GL_FLOAT_MAT3x4?mat3x4
?GL_FLOAT_MAT4x2?mat4x2
?GL_FLOAT_MAT4x3?mat4x3
?GL_DOUBLE_MAT2?dmat2
?GL_DOUBLE_MAT3?dmat3
?GL_DOUBLE_MAT4?dmat4
?GL_DOUBLE_MAT2x3?dmat2x3
?GL_DOUBLE_MAT2x4?dmat2x4
?GL_DOUBLE_MAT3x2?dmat3x2
?GL_DOUBLE_MAT3x4?dmat3x4
?GL_DOUBLE_MAT4x2?dmat4x2
?GL_DOUBLE_MAT4x3?dmat4x3
?GL_SAMPLER_1D?sampler1D
?GL_SAMPLER_2D?sampler2D
?GL_SAMPLER_3D?sampler3D
?GL_SAMPLER_CUBE?samplerCube
?GL_SAMPLER_1D_SHADOW?sampler1DShadow
?GL_SAMPLER_2D_SHADOW?sampler2DShadow
?GL_SAMPLER_1D_ARRAY?sampler1DArray
?GL_SAMPLER_2D_ARRAY?sampler2DArray
?GL_SAMPLER_1D_ARRAY_SHADOW?sampler1DArrayShadow
?GL_SAMPLER_2D_ARRAY_SHADOW?sampler2DArrayShadow
?GL_SAMPLER_2D_MULTISAMPLE?sampler2DMS
?GL_SAMPLER_2D_MULTISAMPLE_ARRAY?sampler2DMSArray
?GL_SAMPLER_CUBE_SHADOW?samplerCubeShadow
?GL_SAMPLER_BUFFER?samplerBuffer
?GL_SAMPLER_2D_RECT?sampler2DRect
?GL_SAMPLER_2D_RECT_SHADOW?sampler2DRectShadow
?GL_INT_SAMPLER_1D?isampler1D
?GL_INT_SAMPLER_2D?isampler2D
?GL_INT_SAMPLER_3D?isampler3D
?GL_INT_SAMPLER_CUBE?isamplerCube
?GL_INT_SAMPLER_1D_ARRAY?isampler1DArray
?GL_INT_SAMPLER_2D_ARRAY?isampler2DArray
?GL_INT_SAMPLER_2D_MULTISAMPLE?isampler2DMS
?GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY?isampler2DMSArray
?GL_INT_SAMPLER_BUFFER?isamplerBuffer
?GL_INT_SAMPLER_2D_RECT?isampler2DRect
?GL_UNSIGNED_INT_SAMPLER_1D?usampler1D
?GL_UNSIGNED_INT_SAMPLER_2D?usampler2D
?GL_UNSIGNED_INT_SAMPLER_3D?usampler3D
?GL_UNSIGNED_INT_SAMPLER_CUBE?usamplerCube
?GL_UNSIGNED_INT_SAMPLER_1D_ARRAY?usampler2DArray
?GL_UNSIGNED_INT_SAMPLER_2D_ARRAY?usampler2DArray
?GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE?usampler2DMS
?GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY?usampler2DMSArray
?GL_UNSIGNED_INT_SAMPLER_BUFFER?usamplerBuffer
?GL_UNSIGNED_INT_SAMPLER_2D_RECT?usampler2DRect
?GL_IMAGE_1D?image1D
?GL_IMAGE_2D?image2D
?GL_IMAGE_3D?image3D
?GL_IMAGE_2D_RECT?image2DRect
?GL_IMAGE_CUBE?imageCube
?GL_IMAGE_BUFFER?imageBuffer
?GL_IMAGE_1D_ARRAY?image1DArray
?GL_IMAGE_2D_ARRAY?image2DArray
?GL_IMAGE_2D_MULTISAMPLE?image2DMS
?GL_IMAGE_2D_MULTISAMPLE_ARRAY?image2DMSArray
?GL_INT_IMAGE_1D?iimage1D
?GL_INT_IMAGE_2D?iimage2D
?GL_INT_IMAGE_3D?iimage3D
?GL_INT_IMAGE_2D_RECT?iimage2DRect
?GL_INT_IMAGE_CUBE?iimageCube
?GL_INT_IMAGE_BUFFER?iimageBuffer
?GL_INT_IMAGE_1D_ARRAY?iimage1DArray
?GL_INT_IMAGE_2D_ARRAY?iimage2DArray
?GL_INT_IMAGE_2D_MULTISAMPLE?iimage2DMS
?GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY?iimage2DMSArray
?GL_UNSIGNED_INT_IMAGE_1D?uimage1D
?GL_UNSIGNED_INT_IMAGE_2D?uimage2D
?GL_UNSIGNED_INT_IMAGE_3D?uimage3D
?GL_UNSIGNED_INT_IMAGE_2D_RECT?uimage2DRect
?GL_UNSIGNED_INT_IMAGE_CUBE?uimageCube
?GL_UNSIGNED_INT_IMAGE_BUFFER?uimageBuffer
?GL_UNSIGNED_INT_IMAGE_1D_ARRAY?uimage1DArray
?GL_UNSIGNED_INT_IMAGE_2D_ARRAY?uimage2DArray
?GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE?uimage2DMS
?GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY?uimage2DMSArray
?GL_UNSIGNED_INT_ATOMIC_COUNTER?atomic_uint
If one or more elements of an array are active, the name of the array is
returned in Name , the type is returned in Type , and the
Size parameter returns the highest array element index used, plus one,
as determined by the compiler and/or linker. Only one active uniform variable
will be reported for a uniform array.
Uniform variables that are declared as structures or arrays of structures will
not be returned directly by this function. Instead, each of these uniform
variables will be reduced to its fundamental components containing the
"." and "[]" operators such that each of the names is
valid as an argument to gl:getUniformLocation/2 . Each of these reduced
uniform variables is counted as one active uniform variable and is assigned an
index. A valid name cannot be a structure, an array of structures, or a
subcomponent of a vector or matrix.
The size of the uniform variable will be returned in Size . Uniform
variables other than arrays will have a size of 1. Structures and arrays of
structures will be reduced as described earlier, such that each of the names
returned will be a data type in the earlier list. If this reduction results in
an array, the size returned will be as described for uniform arrays;
otherwise, the size returned will be 1.
The list of active uniform variables may include both built-in uniform variables
(which begin with the prefix "gl_") as well as user-defined uniform
variable names.
This function will return as much information as it can about the specified
active uniform variable. If no information is available, Length will be
0, and Name will be an empty string. This situation could occur if this
function is called after a link operation that failed. If an error occurs, the
return values Length , Size , Type , and Name will
be unmodified.
See external documentation.
Types:
Program = integer()
MaxCount = integer()
Returns the handles of the shader objects attached to a program object
gl:getAttachedShaders 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 number 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 .
If the number of names actually returned is not required (for instance, if it
has just been obtained by calling gl:getProgramiv/2 ), a value of
?NULL may be passed for count. If no shader objects are attached to
Program , a value of 0 will be returned in Count . The actual
number of attached shaders can be obtained by calling gl:getProgramiv/2
with the value ?GL_ATTACHED_SHADERS.
See external documentation.
Types:
Program = integer()
Name = string()
Returns the location of an attribute variable
gl:getAttribLocation 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.
The association between an attribute variable name and a generic attribute index
can be specified at any time by calling gl:bindAttribLocation/3 .
Attribute bindings do not go into effect until gl:linkProgram/1 is
called. After a program object has been linked successfully, the index values
for attribute variables remain fixed until the next link command occurs. The
attribute values can only be queried after a link if the link was successful.
gl:getAttribLocation returns the binding that actually went into effect
the last time gl:linkProgram/1 was called for the specified program
object. Attribute bindings that have been specified since the last link
operation are not returned by gl:getAttribLocation.
See external documentation.
Types:
Program = integer()
Pname = enum()
Returns a parameter from a program object
gl:getProgram returns in Params the value of a parameter for a
specific program object. The following parameters are defined:
?GL_DELETE_STATUS: Params returns ?GL_TRUE if
Program is currently flagged for deletion, and ?GL_FALSE
otherwise.
?GL_LINK_STATUS: Params returns ?GL_TRUE if the last link
operation on Program was successful, and ?GL_FALSE otherwise.
?GL_VALIDATE_STATUS: Params returns ?GL_TRUE or if the last
validation operation on Program was successful, and ?GL_FALSE
otherwise.
?GL_INFO_LOG_LENGTH: Params returns the number of characters in
the information log for Program including the null termination
character (i.e., the size of the character buffer required to store the
information log). If Program has no information log, a value of 0 is
returned.
?GL_ATTACHED_SHADERS: Params returns the number of shader objects
attached to Program .
?GL_ACTIVE_ATOMIC_COUNTER_BUFFERS: Params returns the number of
active attribute atomic counter buffers used by Program .
?GL_ACTIVE_ATTRIBUTES: Params returns the number of active
attribute variables for Program .
?GL_ACTIVE_ATTRIBUTE_MAX_LENGTH: Params returns the length of the
longest active attribute name for Program , including the null
termination character (i.e., the size of the character buffer required to
store the longest attribute name). If no active attributes exist, 0 is
returned.
?GL_ACTIVE_UNIFORMS: Params returns the number of active uniform
variables for Program .
?GL_ACTIVE_UNIFORM_MAX_LENGTH: Params returns the length of the
longest active uniform variable name for Program , including the null
termination character (i.e., the size of the character buffer required to
store the longest uniform variable name). If no active uniform variables
exist, 0 is returned.
?GL_PROGRAM_BINARY_LENGTH: Params returns the length of the
program binary, in bytes that will be returned by a call to
gl:getProgramBinary/2 . When a progam's ?GL_LINK_STATUS is
?GL_FALSE, its program binary length is zero.
?GL_TRANSFORM_FEEDBACK_BUFFER_MODE: Params returns a symbolic
constant indicating the buffer mode used when transform feedback is active.
This may be ?GL_SEPARATE_ATTRIBS or ?GL_INTERLEAVED_ATTRIBS.
?GL_TRANSFORM_FEEDBACK_VARYINGS: Params returns the number of
varying variables to capture in transform feedback mode for the program.
?GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH: Params returns the
length of the longest variable name to be used for transform feedback,
including the null-terminator.
?GL_GEOMETRY_VERTICES_OUT: Params returns the maximum number of
vertices that the geometry shader in Program will output.
?GL_GEOMETRY_INPUT_TYPE: Params returns a symbolic constant
indicating the primitive type accepted as input to the geometry shader
contained in Program .
?GL_GEOMETRY_OUTPUT_TYPE: Params returns a symbolic constant
indicating the primitive type that will be output by the geometry shader
contained in Program .
See external documentation.
Types:
Program = integer()
BufSize = integer()
Returns the information log for a program object
gl:getProgramInfoLog returns the information log for the specified
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.
gl:getProgramInfoLog returns in InfoLog as much of the information
log as it can, up to a maximum of MaxLength characters. The number of
characters actually returned, excluding the null termination character, is
specified by Length . If the length of the returned string is not
required, a value of ?NULL can be passed in the Length argument.
The size of the buffer required to store the returned information log can be
obtained by calling gl:getProgramiv/2 with the value
?GL_INFO_LOG_LENGTH .
The information log for a program object is either an empty string, or a string
containing information about the last link operation, or a string containing
information about the last validation operation. It may contain diagnostic
messages, warning messages, and other information. When a program object is
created, its information log will be a string of length 0.
See external documentation.
Types:
Shader = integer()
Pname = enum()
Returns a parameter from a shader object
gl:getShader returns in Params the value of a parameter for a
specific shader object. The following parameters are defined:
?GL_SHADER_TYPE: Params returns ?GL_VERTEX_SHADER if
Shader is a vertex shader object, ?GL_GEOMETRY_SHADER if
Shader is a geometry shader object, and ?GL_FRAGMENT_SHADER if
Shader is a fragment shader object.
?GL_DELETE_STATUS: Params returns ?GL_TRUE if Shader
is currently flagged for deletion, and ?GL_FALSE otherwise.
?GL_COMPILE_STATUS: Params returns ?GL_TRUE if the last
compile operation on Shader was successful, and ?GL_FALSE
otherwise.
?GL_INFO_LOG_LENGTH: Params returns the number of characters in
the information log for Shader including the null termination character
(i.e., the size of the character buffer required to store the information
log). If Shader has no information log, a value of 0 is returned.
?GL_SHADER_SOURCE_LENGTH: Params returns the length of the
concatenation of the source strings that make up the shader source for the
Shader , including the null termination character. (i.e., the size of
the character buffer required to store the shader source). If no source code
exists, 0 is returned.
See external documentation.
Types:
Shader = integer()
BufSize = integer()
Returns the information log for a shader object
gl:getShaderInfoLog returns the information log for the specified 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.
gl:getShaderInfoLog returns in InfoLog as much of the information
log as it can, up to a maximum of MaxLength characters. The number of
characters actually returned, excluding the null termination character, is
specified by Length . If the length of the returned string is not
required, a value of ?NULL can be passed in the Length argument.
The size of the buffer required to store the returned information log can be
obtained by calling gl:getShaderiv/2 with the value
?GL_INFO_LOG_LENGTH .
The information log for a shader object is a string that may contain diagnostic
messages, warning messages, and other information about the last compile
operation. When a shader object is created, its information log will be a
string of length 0.
See external documentation.
Types:
Shader = integer()
BufSize = integer()
Returns the source code string from a shader object
gl:getShaderSource 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 previous call to
gl:shaderSource/2 . The string returned by the function will be null
terminated.
gl:getShaderSource returns in Source as much of the source code
string as it can, up to a maximum of BufSize characters. The number of
characters actually returned, excluding the null termination character, is
specified by Length . If the length of the returned string is not
required, a value of ?NULL can be passed in the Length argument.
The size of the buffer required to store the returned source code string can
be obtained by calling gl:getShaderiv/2 with the value
?GL_SHADER_SOURCE_LENGTH .
See external documentation.
Types:
Program = integer()
Name = string()
Returns the location of a uniform variable
gl:getUniformLocation 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 subcomponent 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 associated with an atomic counter or a
named uniform block.
Uniform variables that are structures or arrays of structures may be queried by
calling gl:getUniformLocation for each field within the structure. The
array element operator "[]" and the structure field operator
"." may be used in Name in order to select elements within an
array or fields within a structure. The result of using these operators is not
allowed to be another structure, an array of structures, or a subcomponent of
a vector or a matrix. Except if the last part of Name indicates a
uniform variable array, the location of the first element of an array can be
retrieved by using the name of the array, or by using the name appended by
"[0]".
The actual locations assigned to uniform variables are not known until the
program object is linked successfully. After linking has occurred, the command
gl:getUniformLocation can be used to obtain the location of a uniform
variable. This location value can then be passed to gl:uniform1f/2 to
set the value of the uniform variable or to gl:getUniformfv/2 in order
to query the current value of the uniform variable. After a program object has
been linked successfully, the index values for uniform variables remain fixed
until the next link command occurs. Uniform variable locations and values can
only be queried after a link if the link was successful.
See external documentation.
Types:
Program = integer()
Location = integer()
Returns the value of a uniform variable
gl:getUniform returns in Params the value(s) of the specified
uniform variable. The type of the uniform variable 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.
The locations assigned to uniform variables are not known until the program
object is linked. After linking has occurred, the command
gl:getUniformLocation/2 can be used to obtain the location of a uniform
variable. This location value can then be passed to gl:getUniform in
order to query the current value of the uniform variable. After a program
object has been linked successfully, the index values for uniform variables
remain fixed until the next link command occurs. The uniform variable values
can only be queried after a link if the link was successful.
See external documentation.
Types:
Program = integer()
Location = integer()
See getUniformfv/2
Types:
Index = integer()
Pname = enum()
Return a generic vertex attribute parameter
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
.
The accepted parameter names are as follows:
?GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING: Params returns a single
value, the name of the buffer object currently bound to the binding point
corresponding to generic vertex attribute array Index . If no buffer
object is bound, 0 is returned. The initial value is 0.
?GL_VERTEX_ATTRIB_ARRAY_ENABLED: Params returns a single value
that is non-zero (true) if the vertex attribute array for Index is
enabled and 0 (false) if it is disabled. The initial value is
?GL_FALSE.
?GL_VERTEX_ATTRIB_ARRAY_SIZE: Params returns a single value, the
size of the vertex attribute array for Index . The size is the number
of values for each element of the vertex attribute array, and it will be 1, 2,
3, or 4. The initial value is 4.
?GL_VERTEX_ATTRIB_ARRAY_STRIDE: Params returns a single value, the
array stride for (number of bytes between successive elements in) the vertex
attribute array for Index . A value of 0 indicates that the array
elements are stored sequentially in memory. The initial value is 0.
?GL_VERTEX_ATTRIB_ARRAY_TYPE: Params returns a single value, a
symbolic constant indicating the array type for the vertex attribute array for
Index . Possible values are ?GL_BYTE, ?GL_UNSIGNED_BYTE,
?GL_SHORT, ?GL_UNSIGNED_SHORT , ?GL_INT,
?GL_UNSIGNED_INT, ?GL_FLOAT, and ?GL_DOUBLE. The initial
value is ?GL_FLOAT.
?GL_VERTEX_ATTRIB_ARRAY_NORMALIZED: Params returns a single value
that is non-zero (true) if fixed-point data types for the vertex attribute
array indicated by Index are normalized when they are converted to
floating point, and 0 (false) otherwise. The initial value is
?GL_FALSE.
?GL_VERTEX_ATTRIB_ARRAY_INTEGER: Params returns a single value
that is non-zero (true) if fixed-point data types for the vertex attribute
array indicated by Index have integer data types, and 0 (false)
otherwise. The initial value is 0 ( ?GL_FALSE).
?GL_VERTEX_ATTRIB_ARRAY_DIVISOR: Params returns a single value
that is the frequency divisor used for instanced rendering. See
gl:vertexAttribDivisor/2 . The initial value is 0.
?GL_CURRENT_VERTEX_ATTRIB: Params returns four values that
represent the current value for the generic vertex attribute specified by
index. Generic vertex attribute 0 is unique in that it has no current state,
so an error will be generated if Index is 0. The initial value for all
other generic vertex attributes is (0,0,0,1).
gl:getVertexAttribdv and gl:getVertexAttribfv return the current
attribute values as four single-precision floating-point values;
gl:getVertexAttribiv reads them as floating-point values and converts
them to four integer values; gl:getVertexAttribIiv and
gl:getVertexAttribIuiv read and return them as signed or unsigned
integer values, respectively; gl:getVertexAttribLdv reads and returns
them as four double-precision floating-point values.
All of the parameters except ?GL_CURRENT_VERTEX_ATTRIB represent state
stored in the currently bound vertex array object.
See external documentation.
Types:
Index = integer()
Pname = enum()
See getVertexAttribdv/2
Types:
Index = integer()
Pname = enum()
See getVertexAttribdv/2
Types:
Program = integer()
Determines if a name corresponds to a program object
gl:isProgram returns ?GL_TRUE if Program is the name of a
program 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 returns ?GL_FALSE.
See external documentation.
Types:
Shader = integer()
Determines if a name corresponds to a shader object
gl:isShader 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,
gl:isShader returns ?GL_FALSE.
See external documentation.
Types:
Program = integer()
Links a program object
gl:linkProgram 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_FRAGMENT_SHADER are attached to
Program , they will be used to create an executable that will run on
the programmable fragment processor.
The status of the link operation will be stored as part of the program object's
state. This value will be set to ?GL_TRUE if the program object was
linked without errors and is ready for use, and ?GL_FALSE otherwise. It
can be queried by calling gl:getProgramiv/2 with arguments
Program and ?GL_LINK_STATUS.
As a result of a successful link operation, all active user-defined uniform
variables belonging to Program will be initialized to 0, and each of
the program object's active uniform variables will be assigned a location that
can be queried by calling gl:getUniformLocation/2 . Also, any active
user-defined attribute variables that have not been bound to a generic vertex
attribute index will be bound to one at this time.
Linking of a program object can fail for a number of reasons as specified in the
OpenGL Shading Language Specification . The following lists some of the
conditions that will cause a link error.
The number of active attribute variables supported by the implementation has
been exceeded.
The storage limit for uniform variables has been exceeded.
The number of active uniform variables supported by the implementation has been
exceeded.
The main function is missing for the vertex, geometry or fragment shader.
A varying variable actually used in the fragment shader is not declared in the
same way (or is not declared at all) in the vertex shader, or geometry shader
shader if present.
A reference to a function or variable name is unresolved.
A shared global is declared with two different types or two different initial
values.
One or more of the attached shader objects has not been successfully compiled.
Binding a generic attribute matrix caused some rows of the matrix to fall
outside the allowed maximum of ?GL_MAX_VERTEX_ATTRIBS.
Not enough contiguous vertex attribute slots could be found to bind attribute
matrices.
The program object contains objects to form a fragment shader but does not
contain objects to form a vertex shader.
The program object contains objects to form a geometry shader but does not
contain objects to form a vertex shader.
The program object contains objects to form a geometry shader and the input
primitive type, output primitive type, or maximum output vertex count is not
specified in any compiled geometry shader object.
The program object contains objects to form a geometry shader and the input
primitive type, output primitive type, or maximum output vertex count is
specified differently in multiple geometry shader objects.
The number of active outputs in the fragment shader is greater than the value of
?GL_MAX_DRAW_BUFFERS .
The program has an active output assigned to a location greater than or equal to
the value of ?GL_MAX_DUAL_SOURCE_DRAW_BUFFERS and has an active output
assigned an index greater than or equal to one.
More than one varying out variable is bound to the same number and index.
The explicit binding assigments do not leave enough space for the linker to
automatically assign a location for a varying out array, which requires
multiple contiguous locations.
The Count specified by gl:transformFeedbackVaryings/3 is non-zero,
but the program object has no vertex or geometry shader.
Any variable name specified to gl:transformFeedbackVaryings/3 in the
Varyings array is not declared as an output in the vertex shader (or
the geometry shader, if active).
Any two entries in the Varyings array given
gl:transformFeedbackVaryings/3 specify the same varying variable.
The total number of components to capture in any transform feedback varying
variable is greater than the constant
?GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS and the buffer mode is
?SEPARATE_ATTRIBS.
When a program object has been successfully linked, the program object can be
made part of current state by calling gl:useProgram/1 . Whether or not
the link operation was successful, the program object's information log will
be overwritten. The information log can be retrieved by calling
gl:getProgramInfoLog/2 .
gl:linkProgram will also install the generated executables as part of the
current rendering state if the link operation was successful and the specified
program object is already currently in use as a result of a previous call to
gl:useProgram/1 . If the program object currently in use is relinked
unsuccessfully, its link status will be set to ?GL_FALSE , but the
executables and associated state will remain part of the current state until a
subsequent call to gl:useProgram removes it from use. After it is
removed from use, it cannot be made part of current state until it has been
successfully relinked.
If Program contains shader objects of type ?GL_VERTEX_SHADER, and
optionally of type ?GL_GEOMETRY_SHADER, but does not contain shader
objects of type ?GL_FRAGMENT_SHADER , the vertex shader executable will
be installed on the programmable vertex processor, the geometry shader
executable, if present, will be installed on the programmable geometry
processor, but no executable will be installed on the fragment processor. The
results of rasterizing primitives with such a program will be undefined.
The program object's information log is updated and the program is generated at
the time of the link operation. After the link operation, applications are
free to modify attached shader objects, compile attached shader objects,
detach shader objects, delete shader objects, and attach additional shader
objects. None of these operations affects the information log or the program
that is part of the program object.
See external documentation.
Types:
Shader = integer()
String = [string()]
Replaces the source code in a shader object
gl:shaderSource 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 corresponding elements of String . Each element
in the Length array may contain the length of the corresponding string
(the null character 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.
See external documentation.
Types:
Program = integer()
Installs a program object as part of current rendering state
gl:useProgram 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 .
A program object will contain an executable that will run on the vertex
processor if it contains one or more shader objects of type
?GL_VERTEX_SHADER that have been successfully compiled and linked. A
program object will contain an executable that will run on the geometry
processor if it contains one or more shader objects of type
?GL_GEOMETRY_SHADER that have been successfully compiled and linked.
Similarly, a program object will contain an executable that will run on the
fragment processor if it contains one or more shader objects of type
?GL_FRAGMENT_SHADER that have been successfully compiled and linked.
While a program object is in use, applications are free to modify attached
shader objects, compile attached shader objects, attach additional shader
objects, and detach or delete shader objects. None of these operations will
affect the executables that are part of the current state. However, relinking
the program object that is currently in use will install the program object as
part of the current rendering state if the link operation was successful (see
gl:linkProgram/1 ). If the program object currently in use is relinked
unsuccessfully, its link status will be set to ?GL_FALSE, but the
executables and associated state will remain part of the current state until a
subsequent call to gl:useProgram removes it from use. After it is
removed from use, it cannot be made part of current state until it has been
successfully relinked.
If Program is zero, then the current rendering state refers to an
invalid program object and the results of shader execution are
undefined. However, this is not an error.
If Program does not contain shader objects of type
?GL_FRAGMENT_SHADER, an executable will be installed on the vertex, and
possibly geometry processors, but the results of fragment shader execution
will be undefined.
See external documentation.
Types:
Location = integer()
V0 = float()
Specify the value of a uniform variable for the current program object
gl:uniform 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:uniform operates on the program
object that was made part of current state by calling gl:useProgram/1 .
The commands gl:uniform{1|2|3|4}{f|i|ui} are used to change the value of
the uniform variable specified by Location using the values passed as
arguments. The number specified in the command should match the number of
components in the data type of the specified uniform variable (e.g., 1
for float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2,
etc.). The suffix f indicates that floating-point values are being
passed; the suffix i indicates that integer values are being passed;
the suffix ui indicates that unsigned integer values are being passed,
and this type should also match the data type of the specified uniform
variable. The i variants of this function should be used to provide
values for uniform variables defined as int, ivec2 , ivec3, ivec4, or arrays
of these. The ui variants of this function should be used to provide
values for uniform variables defined as unsigned int, uvec2, uvec3, uvec4, or
arrays of these. The f variants should be used to provide values for
uniform variables of type float, vec2, vec3, vec4, or arrays of these. Either
the i, ui or f variants may be used to provide values for
uniform variables of type bool, bvec2 , bvec3, bvec4, or arrays of these. The
uniform variable will be set to false if the input value is 0 or 0.0f, and it
will be set to true otherwise.
All active uniform variables defined in a program object are initialized to 0
when the program object is linked successfully. They retain the values
assigned to them by a call to gl:uniform until the next successful link
operation occurs on the program object, when they are once again initialized
to 0.
The commands gl:uniform{1|2|3|4}{f|i|ui}v can be used to modify a single
uniform variable or a uniform variable array. These commands pass a count and
a pointer to the values to be loaded into a uniform variable or a uniform
variable array. A count of 1 should be used if modifying the value of a single
uniform variable, and a count of 1 or greater can be used to modify an entire
array or part of an array. When loading n elements starting at an
arbitrary position m in a uniform variable array, elements m +
n - 1 in the array will be replaced with the new values. If M +
N - 1 is larger than the size of the uniform variable array, values for
all array elements beyond the end of the array will be ignored. The number
specified in the name of the command indicates the number of components for
each element in Value , and it should match the number of components in
the data type of the specified uniform variable (e.g., 1 for float,
int, bool; 2 for vec2, ivec2, bvec2, etc.). The data type specified in
the name of the command must match the data type for the specified uniform
variable as described previously for gl:uniform{1|2|3|4}{f|i|ui}.
For uniform variable arrays, each element of the array is considered to be of
the type indicated in the name of the command (e.g., gl:uniform3f or
gl:uniform3fv can be used to load a uniform variable array of type
vec3). The number of elements of the uniform variable array to be modified is
specified by Count
The commands gl:uniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used
to modify a matrix or an array of matrices. The numbers in the command name
are interpreted as the dimensionality of the matrix. The number 2
indicates a 2 × 2 matrix (i.e., 4 values), the number 3 indicates
a 3 × 3 matrix (i.e., 9 values), and the number 4 indicates a 4
× 4 matrix (i.e., 16 values). Non-square matrix dimensionality is
explicit, with the first number representing the number of columns and the
second number representing the number of rows. For example, 2x4
indicates a 2 × 4 matrix with 2 columns and 4 rows (i.e., 8 values). If
Transpose is ?GL_FALSE, each matrix is assumed to be supplied in
column major order. If Transpose is ?GL_TRUE, each matrix is
assumed to be supplied in row major order. The Count argument indicates
the number of matrices to be passed. A count of 1 should be used if modifying
the value of a single matrix, and a count greater than 1 can be used to modify
an array of matrices.
See external documentation.
Types:
Location = integer()
V0 = float()
V1 = float()
See uniform1f/2
Types:
Location = integer()
V0 = float()
V1 = float()
V2 = float()
See uniform1f/2
Types:
Location = integer()
V0 = float()
V1 = float()
V2 = float()
V3 = float()
See uniform1f/2
Types:
Location = integer()
V0 = integer()
See uniform1f/2
Types:
Location = integer()
V0 = integer()
V1 = integer()
See uniform1f/2
Types:
Location = integer()
V0 = integer()
V1 = integer()
V2 = integer()
See uniform1f/2
Types:
Location = integer()
V0 = integer()
V1 = integer()
V2 = integer()
V3 = integer()
See uniform1f/2
Types:
Location = integer()
Value = [float()]
See uniform1f/2
Types:
Location = integer()
Value = [{float(), float()}]
See uniform1f/2
Types:
Location = integer()
Value = [{float(), float(), float()}]
See uniform1f/2
Types:
Location = integer()
Value = [{float(), float(), float(), float()}]
See uniform1f/2
Types:
Location = integer()
Value = [integer()]
See uniform1f/2
Types:
Location = integer()
Value = [{integer(), integer()}]
See uniform1f/2
Types:
Location = integer()
Value = [{integer(), integer(), integer()}]
See uniform1f/2
Types:
Location = integer()
Value = [{integer(), integer(), integer(), integer()}]
See uniform1f/2
Types:
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float()}]
See uniform1f/2
Types:
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float(), float(),
float(), float()}]
See uniform1f/2
Types:
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float(), float(),
float(), float(), float(), float(), float(), float(), float(), float(),
float()}]
See uniform1f/2
Types:
Program = integer()
Validates a program object
gl:validateProgram checks to see whether the executables contained 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.
The status of the validation operation will be stored as part of the program
object's state. This value will be set to ?GL_TRUE if the validation
succeeded, and ?GL_FALSE otherwise. It can be queried by calling
gl:getProgramiv/2 with arguments Program and
?GL_VALIDATE_STATUS. If validation is successful, Program is
guaranteed to execute given the current state. Otherwise, Program is
guaranteed to not execute.
This function is typically useful only during application development. The
informational string stored in the information log is completely
implementation dependent; therefore, an application should not expect
different OpenGL implementations to produce identical information strings.
See external documentation.
Types:
Index = integer()
X = float()
Specifies the value of a generic vertex attribute
The gl:vertexAttrib family of entry points allows an application to pass
generic vertex attributes in numbered locations.
Generic attributes are defined as four-component values that are organized into
an array. The first entry of this array is numbered 0, and the size of the
array is specified by the implementation-dependent constant
?GL_MAX_VERTEX_ATTRIBS. Individual elements of this array can be
modified with a gl:vertexAttrib call that specifies the index of the
element to be modified and a value for that element.
These commands can be used to specify one, two, three, or all four components of
the generic vertex attribute specified by Index . A 1 in the
name of the command indicates that only one value is passed, and it will be
used to modify the first component of the generic vertex attribute. The second
and third components will be set to 0, and the fourth component will be set to
1. Similarly, a 2 in the name of the command indicates that values are
provided for the first two components, the third component will be set to 0,
and the fourth component will be set to 1. A 3 in the name of the
command indicates that values are provided for the first three components and
the fourth component will be set to 1, whereas a 4 in the name
indicates that values are provided for all four components.
The letters s, f, i, d, ub, us, and
ui indicate whether the arguments are of type short, float, int,
double, unsigned byte, unsigned short, or unsigned int. When v is
appended to the name, the commands can take a pointer to an array of such
values.
Additional capitalized letters can indicate further alterations to the default
behavior of the glVertexAttrib function:
The commands containing N indicate that the arguments will be passed as
fixed-point values that are scaled to a normalized range according to the
component conversion rules defined by the OpenGL specification. Signed values
are understood to represent fixed-point values in the range [-1,1], and
unsigned values are understood to represent fixed-point values in the range
[0,1].
The commands containing I indicate that the arguments are extended to
full signed or unsigned integers.
The commands containing P indicate that the arguments are stored as
packed components within a larger natural type.
The commands containing L indicate that the arguments are full 64-bit
quantities and should be passed directly to shader inputs declared as 64-bit
double precision types.
OpenGL Shading Language attribute variables are allowed to be of type mat2,
mat3, or mat4. Attributes of these types may be loaded using the
gl:vertexAttrib entry points. Matrices must be loaded into successive
generic attribute slots in column major order, with one column of the matrix
in each generic attribute slot.
A user-defined attribute variable declared in a vertex shader can be bound to a
generic attribute index by calling gl:bindAttribLocation/3 . This
allows an application to use more descriptive variable names in a vertex
shader. A subsequent change to the specified generic vertex attribute will be
immediately reflected as a change to the corresponding attribute variable in
the vertex shader.
The binding between a generic vertex attribute index and a user-defined
attribute variable in a vertex shader is part of the state of a program
object, but the current value of the generic vertex attribute is not. The
value of each generic vertex attribute is part of current state, just like
standard vertex attributes, and it is maintained even if a different program
object is used.
An application may freely modify generic vertex attributes that are not bound to
a named vertex shader attribute variable. These values are simply maintained
as part of current state and will not be accessed by the vertex shader. If a
generic vertex attribute bound to an attribute variable in a vertex shader is
not updated while the vertex shader is executing, the vertex shader will
repeatedly use the current value for the generic vertex attribute.
See external documentation.
Types:
V = {X::float()}
Equivalent to vertexAttrib1d(Index, X).
Types:
Index = integer()
X = float()
See vertexAttrib1d/2
Types:
V = {X::float()}
Equivalent to vertexAttrib1f(Index, X).
Types:
Index = integer()
X = integer()
See vertexAttrib1d/2
Types:
V = {X::integer()}
Equivalent to vertexAttrib1s(Index, X).
Types:
Index = integer()
X = float()
Y = float()
See vertexAttrib1d/2
Types:
V = {X::float(), Y::float()}
Equivalent to vertexAttrib2d(Index, X, Y).
Types:
Index = integer()
X = float()
Y = float()
See vertexAttrib1d/2
Types:
V = {X::float(), Y::float()}
Equivalent to vertexAttrib2f(Index, X, Y).
Types:
Index = integer()
X = integer()
Y = integer()
See vertexAttrib1d/2
Types:
V = {X::integer(), Y::integer()}
Equivalent to vertexAttrib2s(Index, X, Y).
Types:
Index = integer()
X = float()
Y = float()
Z = float()
See vertexAttrib1d/2
Types:
V = {X::float(), Y::float(), Z::float()}
Equivalent to vertexAttrib3d(Index, X, Y, Z).
Types:
Index = integer()
X = float()
Y = float()
Z = float()
See vertexAttrib1d/2
Types:
V = {X::float(), Y::float(), Z::float()}
Equivalent to vertexAttrib3f(Index, X, Y, Z).
Types:
Index = integer()
X = integer()
Y = integer()
Z = integer()
See vertexAttrib1d/2
Types:
V = {X::integer(), Y::integer(), Z::integer()}
Equivalent to vertexAttrib3s(Index, X, Y, Z).
Types:
Index = integer()
V = {integer(), integer(), integer(), integer()}
See vertexAttrib1d/2
Types:
Index = integer()
V = {integer(), integer(), integer(), integer()}
See vertexAttrib1d/2
Types:
Index = integer()
V = {integer(), integer(), integer(), integer()}
See vertexAttrib1d/2
Types:
Index = integer()
X = integer()
Y = integer()
Z = integer()
W = integer()
See vertexAttrib1d/2
Types:
V = {X::integer(), Y::integer(), Z::integer(),
W::integer()}
Equivalent to vertexAttrib4Nub(Index, X, Y, Z, W).
Types:
Index = integer()
V = {integer(), integer(), integer(), integer()}
See vertexAttrib1d/2
Types:
Index = integer()
V = {integer(), integer(), integer(), integer()}
See vertexAttrib1d/2
Types:
Index = integer()
V = {integer(), integer(), integer(), integer()}
See vertexAttrib1d/2
Types:
Index = integer()
X = float()
Y = float()
Z = float()
W = float()
See vertexAttrib1d/2
Types:
V = {X::float(), Y::float(), Z::float(),
W::float()}
Equivalent to vertexAttrib4d(Index, X, Y, Z, W).
Types:
Index = integer()
X = float()
Y = float()
Z = float()
W = float()
See vertexAttrib1d/2
Types:
V = {X::float(), Y::float(), Z::float(),
W::float()}
Equivalent to vertexAttrib4f(Index, X, Y, Z, W).
Types:
Index = integer()
V = {integer(), integer(), integer(), integer()}
See vertexAttrib1d/2
Types:
Index = integer()
X = integer()
Y = integer()
Z = integer()
W = integer()
See vertexAttrib1d/2
Types:
V = {X::integer(), Y::integer(), Z::integer(),
W::integer()}
Equivalent to vertexAttrib4s(Index, X, Y, Z, W).
Types:
Index = integer()
V = {integer(), integer(), integer(), integer()}
See vertexAttrib1d/2
Types:
Index = integer()
V = {integer(), integer(), integer(), integer()}
See vertexAttrib1d/2
Types:
Index = integer()
V = {integer(), integer(), integer(), integer()}
See vertexAttrib1d/2
Types:
Index = integer()
Size = integer()
Type = enum()
Normalized = 0 | 1
Stride = integer()
Pointer = offset() | mem()
Define an array of generic vertex attribute data
gl:vertexAttribPointer, gl:vertexAttribIPointer and
gl:vertexAttribLPointer 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.
For gl:vertexAttribPointer, if Normalized is set to
?GL_TRUE, it indicates that values stored in an integer format are to
be mapped to the range [-1,1] (for signed values) or [0,1] (for unsigned
values) when they are accessed and converted to floating point. Otherwise,
values will be converted to floats directly without normalization.
For gl:vertexAttribIPointer, only the integer types ?GL_BYTE,
?GL_UNSIGNED_BYTE , ?GL_SHORT, ?GL_UNSIGNED_SHORT,
?GL_INT, ?GL_UNSIGNED_INT are accepted. Values are always left
as integer values.
gl:vertexAttribLPointer specifies state for a generic vertex attribute
array associated with a shader attribute variable declared with 64-bit double
precision components. Type must be ?GL_DOUBLE. Index ,
Size , and Stride behave as described for
gl:vertexAttribPointer and gl:vertexAttribIPointer.
If Pointer is not NULL, a non-zero named buffer object must be bound to
the ?GL_ARRAY_BUFFER target (see gl:bindBuffer/2 ), otherwise an
error is generated. Pointer is treated as a byte offset into the buffer
object's data store. The buffer object binding (
?GL_ARRAY_BUFFER_BINDING) is saved as generic vertex attribute array
state ( ?GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING ) for index Index
.
When a generic vertex attribute array is specified, Size , Type ,
Normalized , Stride , and Pointer are saved as vertex
array state, in addition to the current vertex array buffer object binding.
To enable and disable a generic vertex attribute array, call
gl:disableVertexAttribArray/1 and gl:disableVertexAttribArray/1
with Index . If enabled, the generic vertex attribute array is used
when gl:drawArrays/3 , gl:multiDrawArrays/3 ,
gl:drawElements/4 , see glMultiDrawElements, or
gl:drawRangeElements/6 is called.
See external documentation.
Types:
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float()}]
See uniform1f/2
Types:
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float()}]
See uniform1f/2
Types:
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float(), float(),
float()}]
See uniform1f/2
Types:
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float(), float(),
float()}]
See uniform1f/2
Types:
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float(), float(),
float(), float(), float(), float(), float()}]
See uniform1f/2
Types:
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float(), float(),
float(), float(), float(), float(), float()}]
See uniform1f/2
Types:
Index = integer()
R = 0 | 1
G = 0 | 1
B = 0 | 1
A = 0 | 1
glColorMaski
See external documentation.
Types:
Target = enum()
Index = integer()
See getBooleanv/1
Types:
Target = enum()
Index = integer()
See getBooleanv/1
Types:
Target = enum()
Index = integer()
See enable/1
Types:
Target = enum()
Index = integer()
glEnablei
See external documentation.
Types:
Target = enum()
Index = integer()
glIsEnabledi
See external documentation.
Types:
PrimitiveMode = enum()
Start transform feedback operation
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 until a
subsequent call to gl:beginTransformFeedback/1 . Transform feedback
commands must be paired.
If no geometry shader is present, while transform feedback is active the
Mode parameter to gl:drawArrays/3 must match those specified in
the following table: Transform FeedbackPrimitiveModeAllowed
Render Primitive Modes
?GL_POINTS?GL_POINTS
?GL_LINES?GL_LINES, ?GL_LINE_LOOP, ?GL_LINE_STRIP ,
?GL_LINES_ADJACENCY, ?GL_LINE_STRIP_ADJACENCY
?GL_TRIANGLES?GL_TRIANGLES, ?GL_TRIANGLE_STRIP,
?GL_TRIANGLE_FAN, ?GL_TRIANGLES_ADJACENCY ,
?GL_TRIANGLE_STRIP_ADJACENCY
If a geometry shader is present, the output primitive type from the geometry
shader must match those provided in the following table: Transform
Feedback PrimitiveModeAllowed Geometry Shader Output Primitive
Type
?GL_POINTS?points
?GL_LINES?line_strip
?GL_TRIANGLES?triangle_strip
See external documentation.
See beginTransformFeedback/1
Types:
Target = enum()
Index = integer()
Buffer = integer()
Offset = integer()
Size = integer()
Bind a range within a buffer object to an indexed buffer target
gl:bindBufferRange binds a range the buffer object Buffer
represented by Offset and Size to the binding point at index
Index of the array of targets specified by Target . Each
Target represents 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 see glMapBuffer. In
addition to binding a range of Buffer to the indexed buffer binding
target, gl:bindBufferBase also binds the range to the generic buffer
binding point specified by Target .
Offset specifies the offset in basic machine units into the buffer object
Buffer and Size specifies the amount of data that can be read
from the buffer object while used as an indexed target.
See external documentation.
Types:
Target = enum()
Index = integer()
Buffer = integer()
Bind a buffer object to an indexed buffer target
gl:bindBufferBase binds the buffer object Buffer to the binding
point at index Index of the array of targets specified by Target
. Each Target represents 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 see
glMapBuffer. In addition to binding Buffer to the indexed buffer
binding target, gl:bindBufferBase also binds Buffer to the
generic buffer binding point specified by Target .
See external documentation.
Types:
Program = integer()
Varyings = [string()]
BufferMode = enum()
Specify values to record in transform feedback buffers
The names of the vertex or geometry shader outputs to be recorded in transform
feedback mode are specified using gl:transformFeedbackVaryings. When a
geometry shader is active, transform feedback records the values of selected
geometry shader output variables from the emitted vertices. Otherwise, the
values of the selected vertex shader outputs are recorded.
The state set by gl:tranformFeedbackVaryings is stored and takes effect
next time gl:linkProgram/1 is called on Program . When
gl:linkProgram/1 is called, Program is linked so that the values
of the specified varying variables for the vertices of each primitive
generated by the GL are written to a single buffer object if BufferMode
is ?GL_INTERLEAVED_ATTRIBS or multiple buffer objects if
BufferMode is ?GL_SEPARATE_ATTRIBS .
In addition to the errors generated by gl:transformFeedbackVaryings, the
program Program will fail to link if:
The count specified by gl:transformFeedbackVaryings is non-zero, but the
program object has no vertex or geometry shader.
Any variable name specified in the Varyings array is not declared as an
output in the vertex shader (or the geometry shader, if active).
Any two entries in the Varyings array specify the same varying variable.
The total number of components to capture in any varying variable in
Varyings is greater than the constant
?GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS and the buffer mode is
?GL_SEPARATE_ATTRIBS.
The total number of components to capture is greater than the constant
?GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS and the buffer mode
is ?GL_INTERLEAVED_ATTRIBS.
See external documentation.
Types:
Program = integer()
Index = integer()
BufSize = integer()
Retrieve information about varying variables selected for transform feedback
Information about the set of varying variables in a linked program that will be
captured during transform feedback may be retrieved by calling
gl:getTransformFeedbackVarying. gl:getTransformFeedbackVarying
provides information about the varying 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 ?GL_TRANSFORM_FEEDBACK_VARYINGS-1 selects the last such
variable.
The name of the selected varying is returned as a null-terminated string in
Name . The actual number of characters written into Name ,
excluding the null terminator, is returned in Length . If Length
is NULL, no length is returned. The maximum number of characters that may be
written into Name , including the null terminator, is specified by
BufSize .
The length of the longest varying name in program is given by
?GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH , which can be queried with
gl:getProgramiv/2 .
For the selected varying variable, its type is returned into Type . The
size of the varying is returned into Size . The value in Size is
in units of the type returned in Type . The type returned can be any of
the scalar, vector, or matrix attribute types returned by
gl:getActiveAttrib/3 . If an error occurred, the return parameters
Length , Size , Type and Name will be unmodified.
This command will return as much information about the varying variables as
possible. If no information is available, Length will be set to zero
and Name will be an empty string. This situation could arise if
gl:getTransformFeedbackVarying is called after a failed link.
See external documentation.
Types:
Target = enum()
Clamp = enum()
specify whether data read via
gl:readPixels/7 should be clamped
gl:clampColor 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.
See external documentation.
Types:
Id = integer()
Mode = enum()
Start conditional rendering
Conditional rendering is started using gl:beginConditionalRender and
ended using gl:endConditionalRender . During conditional rendering, all
vertex array commands, as well as gl:clear/1 and
gl:clearBufferiv/3 have no effect if the ( ?GL_SAMPLES_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:vertexAttrib1d/2
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:beginConditionalRender
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 rendering commands without waiting for the query to complete.
If Mode is ?GL_QUERY_BY_REGION_WAIT, the GL will also wait for
occlusion query results and discard rendering commands if the result of the
occlusion query is zero. If the query result is non-zero, subsequent rendering
commands are executed, but the GL may discard the results of the commands for
any region of the framebuffer that did not contribute to the sample count in
the specified occlusion query. Any such discarding is done in an
implementation-dependent manner, but the rendering command results may not be
discarded for any samples that contributed to the occlusion query sample
count. If Mode is ?GL_QUERY_BY_REGION_NO_WAIT, the GL operates
as in ?GL_QUERY_BY_REGION_WAIT , but may choose to unconditionally
execute the subsequent rendering commands without waiting for the query to
complete.
See external documentation.
See beginConditionalRender/2
Types:
Index = integer()
Size = integer()
Type = enum()
Stride = integer()
Pointer = offset() | mem()
glVertexAttribIPointer
See external documentation.
Types:
Index = integer()
Pname = enum()
See getVertexAttribdv/2
Types:
Index = integer()
Pname = enum()
glGetVertexAttribI
See external documentation.
Types:
Index = integer()
X = integer()
See vertexAttrib1d/2
Types:
Index = integer()
X = integer()
Y = integer()
See vertexAttrib1d/2
Types:
Index = integer()
X = integer()
Y = integer()
Z = integer()
See vertexAttrib1d/2
Types:
Index = integer()
X = integer()
Y = integer()
Z = integer()
W = integer()
See vertexAttrib1d/2
Types:
Index = integer()
X = integer()
See vertexAttrib1d/2
Types:
Index = integer()
X = integer()
Y = integer()
See vertexAttrib1d/2
Types:
Index = integer()
X = integer()
Y = integer()
Z = integer()
See vertexAttrib1d/2
Types:
Index = integer()
X = integer()
Y = integer()
Z = integer()
W = integer()
See vertexAttrib1d/2
Types:
V = {X::integer()}
Equivalent to vertexAttribI1i(Index, X).
Types:
V = {X::integer(), Y::integer()}
Equivalent to vertexAttribI2i(Index, X, Y).
Types:
V = {X::integer(), Y::integer(), Z::integer()}
Equivalent to vertexAttribI3i(Index, X, Y, Z).
Types:
V = {X::integer(), Y::integer(), Z::integer(),
W::integer()}
Equivalent to vertexAttribI4i(Index, X, Y, Z, W).
Types:
V = {X::integer()}
Equivalent to vertexAttribI1ui(Index, X).
Types:
V = {X::integer(), Y::integer()}
Equivalent to vertexAttribI2ui(Index, X, Y).
Types:
V = {X::integer(), Y::integer(), Z::integer()}
Equivalent to vertexAttribI3ui(Index, X, Y, Z).
Types:
V = {X::integer(), Y::integer(), Z::integer(),
W::integer()}
Equivalent to vertexAttribI4ui(Index, X, Y, Z, W).
Types:
Index = integer()
V = {integer(), integer(), integer(), integer()}
See vertexAttrib1d/2
Types:
Index = integer()
V = {integer(), integer(), integer(), integer()}
See vertexAttrib1d/2
Types:
Index = integer()
V = {integer(), integer(), integer(), integer()}
See vertexAttrib1d/2
Types:
Index = integer()
V = {integer(), integer(), integer(), integer()}
See vertexAttrib1d/2
Types:
Program = integer()
Location = integer()
See getUniformfv/2
Types:
Program = integer()
Color = integer()
Name = string()
Bind a user-defined varying out variable to a fragment shader color number
gl:bindFragDataLocation 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 .
The bindings specified by gl:bindFragDataLocation have no effect until
Program is next linked. Bindings may be specified at any time after
Program has been created. Specifically, they may be specified before
shader objects are attached to the program. Therefore, any name may be
specified in Name , including a name that is never used as a varying
out variable in any fragment shader object. Names beginning with ?gl_
are reserved by the GL.
In addition to the errors generated by gl:bindFragDataLocation, the
program Program will fail to link if:
The number of active outputs is greater than the value
?GL_MAX_DRAW_BUFFERS.
More than one varying out variable is bound to the same color number.
See external documentation.
Types:
Program = integer()
Name = string()
Query the bindings of color numbers to user-defined varying out variables
gl:getFragDataLocation retrieves the assigned color number binding for
the user-defined varying out variable Name for program 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.
See external documentation.
Types:
Location = integer()
V0 = integer()
See uniform1f/2
Types:
Location = integer()
V0 = integer()
V1 = integer()
See uniform1f/2
Types:
Location = integer()
V0 = integer()
V1 = integer()
V2 = integer()
See uniform1f/2
Types:
Location = integer()
V0 = integer()
V1 = integer()
V2 = integer()
V3 = integer()
See uniform1f/2
Types:
Location = integer()
Value = [integer()]
See uniform1f/2
Types:
Location = integer()
Value = [{integer(), integer()}]
See uniform1f/2
Types:
Location = integer()
Value = [{integer(), integer(), integer()}]
See uniform1f/2
Types:
Location = integer()
Value = [{integer(), integer(), integer(), integer()}]
See uniform1f/2
Types:
Target = enum()
Pname = enum()
Params = {integer()}
See texParameterf/3
Types:
Target = enum()
Pname = enum()
Params = {integer()}
glTexParameterI
See external documentation.
Types:
Target = enum()
Pname = enum()
See getTexParameterfv/2
Types:
Target = enum()
Pname = enum()
glGetTexParameterI
See external documentation.
Types:
Buffer = enum()
Drawbuffer = integer()
Value = {integer()}
Clear individual buffers of the currently bound draw framebuffer
gl:clearBuffer* clears the specified buffer to the specified value(s). If
Buffer is ?GL_COLOR, a particular draw buffer
?GL_DRAWBUFFER I is specified by passing I as
DrawBuffer . In this case, Value points to a four-element vector
specifying the R, G, B and A color to clear that draw buffer to. If
Buffer is one of ?GL_FRONT, ?GL_BACK, ?GL_LEFT,
?GL_RIGHT, or ?GL_FRONT_AND_BACK , identifying multiple buffers,
each selected buffer is cleared to the same value. Clamping and conversion for
fixed-point color buffers are performed in the same fashion as
gl:clearColor/4 .
If Buffer is ?GL_DEPTH, DrawBuffer must be zero, and
Value points to a single value to clear the depth buffer to. Only
gl:clearBufferfv should be used to clear depth buffers. Clamping and
conversion for fixed-point depth buffers are performed in the same fashion as
gl:clearDepth/1 .
If Buffer is ?GL_STENCIL, DrawBuffer must be zero, and
Value points to a single value to clear the stencil buffer to. Only
gl:clearBufferiv should be used to clear stencil buffers. Masing and
type conversion are performed in the same fashion as gl:clearStencil/1
.
gl:clearBufferfi may be used to clear the depth and stencil buffers.
Buffer must be ?GL_DEPTH_STENCIL and DrawBuffer must be
zero. Depth and Stencil are the depth and stencil values,
respectively.
The result of gl:clearBuffer is undefined if no conversion between the
type of Value and the buffer being cleared is defined. However, this is
not an error.
See external documentation.
Types:
Buffer = enum()
Drawbuffer = integer()
Value = {integer()}
See clearBufferiv/3
Types:
Buffer = enum()
Drawbuffer = integer()
Value = {float()}
See clearBufferiv/3
Types:
Buffer = enum()
Drawbuffer = integer()
Depth = float()
Stencil = integer()
glClearBufferfi
See external documentation.
Types:
Name = enum()
Index = integer()
See getString/1
Types:
Mode = enum()
First = integer()
Count = integer()
Primcount = integer()
glDrawArraysInstance
See external documentation.
Types:
Mode = enum()
Count = integer()
Type = enum()
Indices = offset() | mem()
Primcount = integer()
glDrawElementsInstance
See external documentation.
Types:
Target = enum()
Internalformat = enum()
Buffer = integer()
Attach the storage for a buffer object to the active buffer texture
gl:texBuffer attaches the storage for the buffer object named
Buffer to the active buffer texture, and specifies the internal format
for the texel array found in the attached buffer object. If Buffer is
zero, any buffer object attached to the buffer texture is detached and no new
buffer object is attached. If Buffer is non-zero, it must be the name
of an existing buffer object. Target must be ?GL_TEXTURE_BUFFER
. Internalformat specifies the storage format, and must be one of the
following sized internal formats: Component
Sized Internal FormatBase TypeComponentsNorm0123
?GL_R8ubyte1YESR00 1
?GL_R16ushort1YESR 001
?GL_R16Fhalf1NO R001
?GL_R32Ffloat 1NOR001
?GL_R8I byte1NOR001
?GL_R16I short1NOR001
?GL_R32Iint1NOR001
?GL_R8UIubyte1NOR0 01
?GL_R16UIushort1NO R001
?GL_R32UIuint1 NOR001
?GL_RG8ubyte 2YESRG01
?GL_RG16 ushort2YESRG01
?GL_RG16Fhalf2NORG0 1
?GL_RG32Ffloat2NORG 01
?GL_RG8Ibyte2NO RG01
?GL_RG16Ishort 2NORG01
?GL_RG32I int2NORG01
?GL_RG8UI ubyte2NORG01
?GL_RG16UIushort2NORG0 1
?GL_RG32UIuint2NORG 01
?GL_RGB32Ffloat3NO RGB1
?GL_RGB32Iint 3NORGB1
?GL_RGB32UI uint3NORGB1
?GL_RGBA8uint4YESRGB A
?GL_RGBA16short4YESR GBA
?GL_RGBA16Fhalf4NO RGBA
?GL_RGBA32Ffloat 4NORGBA
?GL_RGBA8I byte4NORGBA
?GL_RGBA16Ishort4NORGB A
?GL_RGBA32Iint4NORG BA
?GL_RGBA8UIubyte4NO RGBA
?GL_RGBA16UIushort 4NORGBA
?GL_RGBA32UI uint4NORGBA
When a buffer object is attached to a buffer texture, the buffer object's data
store is taken as the texture's texel array. The number of texels in the
buffer texture's texel array is given by buffer_size components× sizeof(
base_type/)
where buffer_size is the size of the buffer object, in basic machine
units and components and base type are the element count and base data type
for elements, as specified in the table above. The number of texels in the
texel array is then clamped to the implementation-dependent limit
?GL_MAX_TEXTURE_BUFFER_SIZE. When a buffer texture is accessed in a
shader, the results of a texel fetch are undefined if the specified texel
coordinate is negative, or greater than or equal to the clamped number of
texels in the texel array.
See external documentation.
Types:
Index = integer()
Specify the primitive restart index
gl:primitiveRestartIndex specifies a vertex array element that is treated
specially when primitive restarting is enabled. This is known as the primitive
restart index.
When one of the Draw* commands transfers a set of generic attribute array
elements to the GL, if the index within the vertex arrays corresponding to
that set is equal to the primitive restart index, then the GL does not process
those elements as a vertex. Instead, it is as if the drawing command ended
with the immediately preceding transfer, and another drawing command is
immediately started with the same parameters, but only transferring the
immediately following element through the end of the originally specified
elements.
When either gl:drawElementsBaseVertex/5 ,
gl:drawElementsInstancedBaseVertex/6 or see
glMultiDrawElementsBaseVertex is used, the primitive restart comparison
occurs before the basevertex offset is added to the array index.
See external documentation.
Types:
Target = enum()
Index = integer()
See getBooleanv/1
Types:
Target = enum()
Pname = enum()
glGetBufferParameteri64v
See external documentation.
Types:
Target = enum()
Attachment = enum()
Texture = integer()
Level = integer()
Attach a level of a texture object as a logical buffer to the currently bound
framebuffer object
gl:framebufferTexture, gl:framebufferTexture1D,
gl:framebufferTexture2D, and gl:framebufferTexture attach a
selected mipmap level or image of a texture object as one of the logical
buffers of the framebuffer object currently bound to Target .
Target must be ?GL_DRAW_FRAMEBUFFER,
?GL_READ_FRAMEBUFFER, or ?GL_FRAMEBUFFER .
?GL_FRAMEBUFFER is equivalent to ?GL_DRAW_FRAMEBUFFER.
Attachment specifies the logical attachment of the framebuffer and must
be ?GL_COLOR_ATTACHMENT i, ?GL_DEPTH_ATTACHMENT,
?GL_STENCIL_ATTACHMENT or ?GL_DEPTH_STENCIL_ATTACHMMENT .
i in ?GL_COLOR_ATTACHMENTi may range from zero to the
value of ?GL_MAX_COLOR_ATTACHMENTS - 1. Attaching a level of a texture
to ?GL_DEPTH_STENCIL_ATTACHMENT is equivalent to attaching that level
to both the ?GL_DEPTH_ATTACHMENTand the
?GL_STENCIL_ATTACHMENT attachment points simultaneously.
Textarget specifies what type of texture is named by Texture , and
for cube map textures, specifies the face that is to be attached. If
Texture is not zero, it must be the name of an existing texture with
type Textarget , unless it is a cube map texture, in which case
Textarget must be ?GL_TEXTURE_CUBE_MAP_POSITIVE_X
?GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
?GL_TEXTURE_CUBE_MAP_POSITIVE_Y, ?GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
, ?GL_TEXTURE_CUBE_MAP_POSITIVE_Z, or
?GL_TEXTURE_CUBE_MAP_NEGATIVE_Z.
If Texture is non-zero, the specified Level of the texture object
named Texture is attached to the framebfufer attachment point named by
Attachment . For gl:framebufferTexture1D ,
gl:framebufferTexture2D, and gl:framebufferTexture3D,
Texture must be zero or the name of an existing texture with a target
of Textarget , or Texture must be the name of an existing
cube-map texture and Textarget must be one of
?GL_TEXTURE_CUBE_MAP_POSITIVE_X ,
?GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
?GL_TEXTURE_CUBE_MAP_POSITIVE_Z, ?GL_TEXTURE_CUBE_MAP_NEGATIVE_X
, ?GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, or
?GL_TEXTURE_CUBE_MAP_NEGATIVE_Z.
If Textarget is ?GL_TEXTURE_RECTANGLE,
?GL_TEXTURE_2D_MULTISAMPLE, or ?GL_TEXTURE_2D_MULTISAMPLE_ARRAY,
then Level must be zero. If Textarget is ?GL_TEXTURE_3D,
then level must be greater than or equal to zero and less than or equal to
log2 of the value of ?GL_MAX_3D_TEXTURE_SIZE. If Textarget is
one of ?GL_TEXTURE_CUBE_MAP_POSITIVE_X,
?GL_TEXTURE_CUBE_MAP_POSITIVE_Y, ?GL_TEXTURE_CUBE_MAP_POSITIVE_Z
, ?GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
?GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, or
?GL_TEXTURE_CUBE_MAP_NEGATIVE_Z , then Level must be greater
than or equal to zero and less than or equal to log2 of the value of
?GL_MAX_CUBE_MAP_TEXTURE_SIZE. For all other values of Textarget
, Level must be greater than or equal to zero and no larger than log2
of the value of ?GL_MAX_TEXTURE_SIZE.
Layer specifies the layer of a 2-dimensional image within a 3-dimensional
texture.
For gl:framebufferTexture1D, if Texture is not zero, then
Textarget must be ?GL_TEXTURE_1D. For
gl:framebufferTexture2D, if Texture is not zero,
Textarget must be one of ?GL_TEXTURE_2D,
?GL_TEXTURE_RECTANGLE , ?GL_TEXTURE_CUBE_MAP_POSITIVE_X,
?GL_TEXTURE_CUBE_MAP_POSITIVE_Y, ?GL_TEXTURE_CUBE_MAP_POSITIVE_Z
, ?GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
?GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, ?GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
, or ?GL_TEXTURE_2D_MULTISAMPLE. For gl:framebufferTexture3D, if
Texture is not zero, then Textarget must be
?GL_TEXTURE_3D.
See external documentation.
Types:
Index = integer()
Divisor = integer()
Modify the rate at which generic vertex attributes advance during instanced
rendering
gl:vertexAttribDivisor modifies the rate at which generic vertex
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.
Index must be less than the value of ?GL_MAX_VERTEX_ATTRIBUTES.
See external documentation.
Types:
Value = clamp()
Specifies minimum rate at which sample shaing takes place
gl:minSampleShading 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 shading 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.
A Value of 1.0 indicates that each sample in the framebuffer should be
indpendently shaded. A Value of 0.0 effectively allows the GL to ignore
sample rate shading. Any value between 0.0 and 1.0 allows the GL to shade only
a subset of the total samples within each covered fragment. Which samples are
shaded and the algorithm used to select that subset of the fragment's samples
is implementation dependent.
See external documentation.
Types:
Buf = integer()
Mode = enum()
See blendEquation/1
Types:
Buf = integer()
ModeRGB = enum()
ModeAlpha = enum()
See blendEquationSeparate/2
Types:
Buf = integer()
Src = enum()
Dst = enum()
glBlendFunci
See external documentation.
Types:
Buf = integer()
SrcRGB = enum()
DstRGB = enum()
SrcAlpha = enum()
DstAlpha = enum()
See blendFuncSeparate/4
Types:
M = matrix()
glLoadTransposeMatrixARB
See external documentation.
Types:
M = matrix()
glLoadTransposeMatrixARB
See external documentation.
Types:
M = matrix()
glMultTransposeMatrixARB
See external documentation.
Types:
M = matrix()
glMultTransposeMatrixARB
See external documentation.
Types:
Weights = [integer()]
glWeightARB
See external documentation.
Types:
Weights = [integer()]
glWeightARB
See external documentation.
Types:
Weights = [integer()]
glWeightARB
See external documentation.
Types:
Weights = [float()]
glWeightARB
See external documentation.
Types:
Weights = [float()]
glWeightARB
See external documentation.
Types:
Weights = [integer()]
glWeightARB
See external documentation.
Types:
Weights = [integer()]
glWeightARB
See external documentation.
Types:
Weights = [integer()]
glWeightARB
See external documentation.
Types:
Count = integer()
glVertexBlenARB
See external documentation.
Types:
Index = integer()
glCurrentPaletteMatrixARB
See external documentation.
Types:
Indices = [integer()]
glMatrixIndexARB
See external documentation.
Types:
Indices = [integer()]
glMatrixIndexARB
See external documentation.
Types:
Indices = [integer()]
glMatrixIndexARB
See external documentation.
Types:
Target = enum()
Format = enum()
String = string()
glProgramStringARB
See external documentation.
Types:
Target = enum()
Program = integer()
glBindProgramARB
See external documentation.
Types:
Programs = [integer()]
glDeleteProgramsARB
See external documentation.
Types:
N = integer()
glGenProgramsARB
See external documentation.
Types:
Target = enum()
Index = integer()
X = float()
Y = float()
Z = float()
W = float()
glProgramEnvParameterARB
See external documentation.
Types:
Target = enum()
Index = integer()
Params = {float(), float(), float(), float()}
glProgramEnvParameterARB
See external documentation.
Types:
Target = enum()
Index = integer()
X = float()
Y = float()
Z = float()
W = float()
glProgramEnvParameterARB
See external documentation.
Types:
Target = enum()
Index = integer()
Params = {float(), float(), float(), float()}
glProgramEnvParameterARB
See external documentation.
Types:
Target = enum()
Index = integer()
X = float()
Y = float()
Z = float()
W = float()
glProgramLocalParameterARB
See external documentation.
Types:
Target = enum()
Index = integer()
Params = {float(), float(), float(), float()}
glProgramLocalParameterARB
See external documentation.
Types:
Target = enum()
Index = integer()
X = float()
Y = float()
Z = float()
W = float()
glProgramLocalParameterARB
See external documentation.
Types:
Target = enum()
Index = integer()
Params = {float(), float(), float(), float()}
glProgramLocalParameterARB
See external documentation.
Types:
Target = enum()
Index = integer()
glGetProgramEnvParameterARB
See external documentation.
Types:
Target = enum()
Index = integer()
glGetProgramEnvParameterARB
See external documentation.
Types:
Target = enum()
Index = integer()
glGetProgramLocalParameterARB
See external documentation.
Types:
Target = enum()
Index = integer()
glGetProgramLocalParameterARB
See external documentation.
Types:
Target = enum()
Pname = enum()
String = mem()
glGetProgramStringARB
See external documentation.
Types:
Target = enum()
Pname = enum()
glGetBufferParameterARB
See external documentation.
Types:
Obj = integer()
glDeleteObjectARB
See external documentation.
Types:
Pname = enum()
glGetHandleARB
See external documentation.
Types:
ContainerObj = integer()
AttachedObj = integer()
glDetachObjectARB
See external documentation.
Types:
ShaderType = enum()
glCreateShaderObjectARB
See external documentation.
Types:
ShaderObj = integer()
String = [string()]
glShaderSourceARB
See external documentation.
Types:
ShaderObj = integer()
glCompileShaderARB
See external documentation.
glCreateProgramObjectARB
See external documentation.
Types:
ContainerObj = integer()
Obj = integer()
glAttachObjectARB
See external documentation.
Types:
ProgramObj = integer()
glLinkProgramARB
See external documentation.
Types:
ProgramObj = integer()
glUseProgramObjectARB
See external documentation.
Types:
ProgramObj = integer()
glValidateProgramARB
See external documentation.
Types:
Obj = integer()
Pname = enum()
glGetObjectParameterARB
See external documentation.
Types:
Obj = integer()
Pname = enum()
glGetObjectParameterARB
See external documentation.
Types:
Obj = integer()
MaxLength = integer()
glGetInfoLogARB
See external documentation.
Types:
ContainerObj = integer()
MaxCount = integer()
glGetAttachedObjectsARB
See external documentation.
Types:
ProgramObj = integer()
Name = string()
glGetUniformLocationARB
See external documentation.
Types:
ProgramObj = integer()
Index = integer()
MaxLength = integer()
glGetActiveUniformARB
See external documentation.
Types:
ProgramObj = integer()
Location = integer()
glGetUniformARB
See external documentation.
Types:
ProgramObj = integer()
Location = integer()
glGetUniformARB
See external documentation.
Types:
Obj = integer()
MaxLength = integer()
glGetShaderSourceARB
See external documentation.
Types:
ProgramObj = integer()
Index = integer()
Name = string()
glBindAttribLocationARB
See external documentation.
Types:
ProgramObj = integer()
Index = integer()
MaxLength = integer()
glGetActiveAttribARB
See external documentation.
Types:
ProgramObj = integer()
Name = string()
glGetAttribLocationARB
See external documentation.
Types:
Renderbuffer = integer()
Determine if a name corresponds to a renderbuffer object
gl:isRenderbuffer returns ?GL_TRUE if Renderbuffer is
currently 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 returns ?GL_FALSE. If
Renderbuffer is a name returned by gl:genRenderbuffers/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 returns ?GL_FALSE .
See external documentation.
Types:
Target = enum()
Renderbuffer = integer()
Bind a renderbuffer to a renderbuffer target
gl:bindRenderbuffer 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:genRenderbuffers/1 , or zero to break the existing binding of a
renderbuffer object to Target .
See external documentation.
Types:
Renderbuffers = [integer()]
Delete renderbuffer objects
gl:deleteRenderbuffers 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.
If a renderbuffer object is attached to one or more attachment points in the
currently bound framebuffer, then it as if gl:framebufferRenderbuffer/4
had been called, with a Renderbuffer of zero for each attachment point
to which this image was attached in the currently bound framebuffer. In other
words, this renderbuffer object is first detached from all attachment ponits
in the currently bound framebuffer. Note that the renderbuffer image is
specifically not detached from any non-bound framebuffers.
See external documentation.
Types:
N = integer()
Generate renderbuffer object names
gl:genRenderbuffers returns N renderbuffer object names in
Renderbuffers . 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:genRenderbuffers .
Renderbuffer object names returned by a call to gl:genRenderbuffers are
not returned by subsequent calls, unless they are first deleted with
gl:deleteRenderbuffers/1 .
The names returned in Renderbuffers are marked as used, for the purposes
of gl:genRenderbuffers only, but they acquire state and type only when
they are first bound.
See external documentation.
Types:
Target = enum()
Internalformat = enum()
Width = integer()
Height = integer()
Establish data storage, format and dimensions of a renderbuffer object's image
gl:renderbufferStorage is equivalent to calling
gl:renderbufferStorageMultisample/5 with the Samples set to
zero.
The target of the operation, specified by Target must be
?GL_RENDERBUFFER. Internalformat specifies the internal format
to be used for the renderbuffer object's storage and must be a
color-renderable, depth-renderable, or stencil-renderable format. Width
and Height are the dimensions, in pixels, of the renderbuffer. Both
Width and Height must be less than or equal to the value of
?GL_MAX_RENDERBUFFER_SIZE .
Upon success, gl:renderbufferStorage deletes any existing data store for
the renderbuffer image and the contents of the data store after calling
gl:renderbufferStorage are undefined.
See external documentation.
Types:
Target = enum()
Pname = enum()
Retrieve information about a bound renderbuffer object
gl:getRenderbufferParameteriv retrieves information about a bound
renderbuffer object. Target specifies the target of the query operation
and must be ?GL_RENDERBUFFER . Pname specifies the parameter
whose value to query and must be one of ?GL_RENDERBUFFER_WIDTH ,
?GL_RENDERBUFFER_HEIGHT, ?GL_RENDERBUFFER_INTERNAL_FORMAT,
?GL_RENDERBUFFER_RED_SIZE , ?GL_RENDERBUFFER_GREEN_SIZE,
?GL_RENDERBUFFER_BLUE_SIZE, ?GL_RENDERBUFFER_ALPHA_SIZE ,
?GL_RENDERBUFFER_DEPTH_SIZE, ?GL_RENDERBUFFER_DEPTH_SIZE,
?GL_RENDERBUFFER_STENCIL_SIZE , or ?GL_RENDERBUFFER_SAMPLES.
Upon a successful return from gl:getRenderbufferParameteriv, if
Pname is ?GL_RENDERBUFFER_WIDTH ,
?GL_RENDERBUFFER_HEIGHT, ?GL_RENDERBUFFER_INTERNAL_FORMAT, or
?GL_RENDERBUFFER_SAMPLES , then Params will contain the width in
pixels, the height in pixels, the internal format, or the number of samples,
respectively, of the image of the renderbuffer currently bound to
Target .
If Pname is ?GL_RENDERBUFFER_RED_SIZE,
?GL_RENDERBUFFER_GREEN_SIZE, ?GL_RENDERBUFFER_BLUE_SIZE,
?GL_RENDERBUFFER_ALPHA_SIZE, ?GL_RENDERBUFFER_DEPTH_SIZE , or
?GL_RENDERBUFFER_STENCIL_SIZE, then Params will contain the
actual resolutions (not the resolutions specified when the image array was
defined) for the red, green, blue, alpha depth, or stencil components,
respectively, of the image of the renderbuffer currently bound to
Target .
See external documentation.
Types:
Framebuffer = integer()
Determine if a name corresponds to a framebuffer object
gl:isFramebuffer 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 returns ?GL_FALSE. If
Framebuffer 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 returns
?GL_FALSE.
See external documentation.
Types:
Target = enum()
Framebuffer = integer()
Bind a framebuffer to a framebuffer target
gl:bindFramebuffer binds the framebuffer object with name
Framebuffer to the framebuffer target specified by Target .
Target 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 corresponding bind point.
Calling gl:bindFramebuffer 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 .
See external documentation.
Types:
Framebuffers = [integer()]
Delete framebuffer objects
gl:deleteFramebuffers 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:bindFramebuffer/2 had been executed with the corresponding
Target and Framebuffer zero.
See external documentation.
Types:
N = integer()
Generate framebuffer object names
gl:genFramebuffers 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:genFramebuffers .
Framebuffer object names returned by a call to gl:genFramebuffers are not
returned by subsequent calls, unless they are first deleted with
gl:deleteFramebuffers/1 .
The names returned in Ids are marked as used, for the purposes of
gl:genFramebuffers only, but they acquire state and type only when they
are first bound.
See external documentation.
Types:
Target = enum()
Check the completeness status of a framebuffer
gl:checkFramebufferStatus queries the completeness status of the
framebuffer object currently bound to Target . Target must be
?GL_DRAW_FRAMEBUFFER, ?GL_READ_FRAMEBUFFER or
?GL_FRAMEBUFFER. ?GL_FRAMEBUFFER is equivalent to
?GL_DRAW_FRAMEBUFFER .
The return value is ?GL_FRAMEBUFFER_COMPLETE if the framebuffer bound to
Target is complete. Otherwise, the return value is determined as
follows:
?GL_FRAMEBUFFER_UNDEFINED is returned if Target is the default
framebuffer, but the default framebuffer does not exist.
?GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT is returned if any of the
framebuffer attachment points are framebuffer incomplete.
?GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT is returned if the
framebuffer does not have at least one image attached to it.
?GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER is returned if the value of
?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is ?GL_NONE for any color
attachment point(s) named by ?GL_DRAWBUFFERi.
?GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER is returned if
?GL_READ_BUFFER is not ?GL_NONE and the value of
?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is ?GL_NONE for the color
attachment point named by ?GL_READ_BUFFER.
?GL_FRAMEBUFFER_UNSUPPORTED is returned if the combination of internal
formats of the attached images violates an implementation-dependent set of
restrictions.
?GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE is returned if the value of
?GL_RENDERBUFFER_SAMPLES is not the same for all attached
renderbuffers; if the value of ?GL_TEXTURE_SAMPLES is the not same for
all attached textures; or, if the attached images are a mix of renderbuffers
and textures, the value of ?GL_RENDERBUFFER_SAMPLES does not match the
value of ?GL_TEXTURE_SAMPLES .
?GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE is also returned if the value of
?GL_TEXTURE_FIXED_SAMPLE_LOCATIONS is not the same for all attached
textures; or, if the attached images are a mix of renderbuffers and textures,
the value of ?GL_TEXTURE_FIXED_SAMPLE_LOCATIONS is not ?GL_TRUE
for all attached textures.
?GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS is returned if any framebuffer
attachment is layered, and any populated attachment is not layered, or if all
populated color attachments are not from textures of the same target.
Additionally, if an error occurs, zero is returned.
See external documentation.
Types:
Target = enum()
Attachment = enum()
Textarget = enum()
Texture = integer()
Level = integer()
See framebufferTexture/4
Types:
Target = enum()
Attachment = enum()
Textarget = enum()
Texture = integer()
Level = integer()
See framebufferTexture/4
Types:
Target = enum()
Attachment = enum()
Textarget = enum()
Texture = integer()
Level = integer()
Zoffset = integer()
See framebufferTexture/4
Types:
Target = enum()
Attachment = enum()
Renderbuffertarget = enum()
Renderbuffer = integer()
Attach a renderbuffer as a logical buffer to the currently bound framebuffer
object
gl:framebufferRenderbuffer attaches a renderbuffer as one of the logical
buffers of the currently bound framebuffer object. Renderbuffer is the
name of the renderbuffer object to attach and must be either zero, or the name
of an existing renderbuffer object of type Renderbuffertarget . If
Renderbuffer is not zero and if gl:framebufferRenderbuffer is
successful, then the renderbuffer name Renderbuffer will be used as the
logical buffer identified by Attachment of the framebuffer currently
bound to Target .
The value of ?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE for the specified
attachment point is set to ?GL_RENDERBUFFER and the value of
?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME is set to Renderbuffer .
All other state values of the attachment point specified by Attachment
are set to their default values. No change is made to the state of the
renderbuuffer object and any previous attachment to the Attachment
logical buffer of the framebuffer Target is broken.
Calling gl:framebufferRenderbuffer with the renderbuffer name zero will
detach the image, if any, identified by Attachment , in the framebuffer
currently bound to Target . All state values of the attachment point
specified by attachment in the object bound to target are set to their default
values.
Setting Attachment to the value ?GL_DEPTH_STENCIL_ATTACHMENT is a
special case causing both the depth and stencil attachments of the framebuffer
object to be set to Renderbuffer , which should have the base internal
format ?GL_DEPTH_STENCIL .
See external documentation.
Types:
Target = enum()
Attachment = enum()
Pname = enum()
Retrieve information about attachments of a bound framebuffer object
gl:getFramebufferAttachmentParameter returns information about
attachments of a bound framebuffer object. Target specifies the
framebuffer binding point and must be ?GL_DRAW_FRAMEBUFFER,
?GL_READ_FRAMEBUFFER or ?GL_FRAMEBUFFER. ?GL_FRAMEBUFFER
is equivalent to ?GL_DRAW_FRAMEBUFFER.
If the default framebuffer is bound to Target then Attachment must
be one of ?GL_FRONT_LEFT, ?GL_FRONT_RIGHT, ?GL_BACK_LEFT,
or ?GL_BACK_RIGHT , identifying a color buffer, ?GL_DEPTH,
identifying the depth buffer, or ?GL_STENCIL , identifying the stencil
buffer.
If a framebuffer object is bound, then Attachment must be one of
?GL_COLOR_ATTACHMENT i, ?GL_DEPTH_ATTACHMENT,
?GL_STENCIL_ATTACHMENT, or ?GL_DEPTH_STENCIL_ATTACHMENT .
i in ?GL_COLOR_ATTACHMENTi must be in the range zero to
the value of ?GL_MAX_COLOR_ATTACHMENTS - 1.
If Attachment is ?GL_DEPTH_STENCIL_ATTACHMENT and different
objects are bound to the depth and stencil attachment points of Target
the query will fail. If the same object is bound to both attachment points,
information about that object will be returned.
Upon successful return from gl:getFramebufferAttachmentParameteriv, if
Pname is ?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, then
Params will contain one of ?GL_NONE ,
?GL_FRAMEBUFFER_DEFAULT, ?GL_TEXTURE, or
?GL_RENDERBUFFER, identifying the type of object which contains the
attached image. Other values accepted for Pname depend on the type of
object, as described below.
If the value of ?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is
?GL_NONE, no framebuffer is bound to Target . In this case
querying Pname ?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME will
return zero, and all other queries will generate an error.
If the value of ?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is not
?GL_NONE, these queries apply to all other framebuffer types:
If Pname is ?GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE,
?GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE ,
?GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE,
?GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE ,
?GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE, or
?GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE , then Params will
contain the number of bits in the corresponding red, green, blue, alpha,
depth, or stencil component of the specified attachment. Zero is returned if
the requested component is not present in Attachment .
If Pname is ?GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE,
Params will contain the format of components of the specified
attachment, one of ?GL_FLOAT, GL_INT , GL_UNSIGNED_INT ,
GL_SIGNED_NORMALIZED , or GL_UNSIGNED_NORMALIZED for
floating-point, signed integer, unsigned integer, signed normalized
fixed-point, or unsigned normalized fixed-point components respectively. Only
color buffers may have integer components.
If Pname is ?GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING,
Param will contain the encoding of components of the specified
attachment, one of ?GL_LINEAR or ?GL_SRGB for linear or
sRGB-encoded components, respectively. Only color buffer components may be
sRGB-encoded; such components are treated as described in sections 4.1.7 and
4.1.8. For the default framebuffer, color encoding is determined by the
implementation. For framebuffer objects, components are sRGB-encoded if the
internal format of a color attachment is one of the color-renderable SRGB
formats.
If the value of ?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is
?GL_RENDERBUFFER, then:
If Pname is ?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, Params
will contain the name of the renderbuffer object which contains the attached
image.
If the value of ?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is
?GL_TEXTURE, then:
If Pname is ?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, then
Params will contain the name of the texture object which contains the
attached image.
If Pname is ?GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, then
Params will contain the mipmap level of the texture object which
contains the attached image.
If Pname is ?GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE and
the texture object named ?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME is a
cube map texture, then Params will contain the cube map face of the
cubemap texture object which contains the attached image. Otherwise
Params will contain the value zero.
If Pname is ?GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER and the
texture object named ?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME is a layer
of a three-dimensional texture or a one-or two-dimensional array texture, then
Params will contain the number of the texture layer which contains the
attached image. Otherwise Params will contain the value zero.
If Pname is ?GL_FRAMEBUFFER_ATTACHMENT_LAYERED, then Params
will contain ?GL_TRUE if an entire level of a three-dimesional texture,
cube map texture, or one-or two-dimensional array texture is attached.
Otherwise, Params will contain ?GL_FALSE.
Any combinations of framebuffer type and Pname not described above will
generate an error.
See external documentation.
Types:
Target = enum()
Generate mipmaps for a specified texture target
gl:generateMipmap generates mipmaps for the texture attached to
Target of the active texture unit. For cube map textures, a
?GL_INVALID_OPERATION error is generated if the texture attached to
Target is not cube complete.
Mipmap generation replaces texel array levels level base+1 through q with arrays
derived from the level base array, regardless of their previous contents. All
other mimap arrays, including the level base array, are left unchanged by this
computation.
The internal formats of the derived mipmap arrays all match those of the level
base array. The contents of the derived arrays are computed by repeated,
filtered reduction of the level base array. For one- and two-dimensional
texture arrays, each layer is filtered independently.
See external documentation.
Types:
SrcX0 = integer()
SrcY0 = integer()
SrcX1 = integer()
SrcY1 = integer()
DstX0 = integer()
DstY0 = integer()
DstX1 = integer()
DstY1 = integer()
Mask = integer()
Filter = enum()
Copy a block of pixels from the read framebuffer to the draw framebuffer
gl:blitFramebuffer transfers a rectangle of pixel values from one region
of the read framebuffer to another region in the draw framebuffer. Mask
is the bitwise OR of a number of values indicating which buffers are to be
copied. The values are ?GL_COLOR_BUFFER_BIT ,
?GL_DEPTH_BUFFER_BIT, and ?GL_STENCIL_BUFFER_BIT. The pixels
corresponding to these buffers are copied from the source rectangle bounded by
the locations ( SrcX0 ; SrcY0 ) and ( SrcX1 ;
SrcY1 ) to the destination rectangle bounded by the locations (
DstX0 ; DstY0 ) and ( DstX1 ; DstY1 ). The lower
bounds of the rectangle are inclusive, while the upper bounds are exclusive.
The actual region taken from the read framebuffer is limited to the intersection
of the source buffers being transferred, which may include the color buffer
selected by the read buffer, the depth buffer, and/or the stencil buffer
depending on mask. The actual region written to the draw framebuffer is
limited to the intersection of the destination buffers being written, which
may include multiple draw buffers, the depth buffer, and/or the stencil buffer
depending on mask. Whether or not the source or destination regions are
altered due to these limits, the scaling and offset applied to pixels being
transferred is performed as though no such limits were present.
If the sizes of the source and destination rectangles are not equal,
Filter specifies the interpolation method that will be applied to
resize the source image , and must be ?GL_NEAREST or ?GL_LINEAR.
?GL_LINEAR is only a valid interpolation method for the color buffer.
If Filter is not ?GL_NEAREST and Mask includes
?GL_DEPTH_BUFFER_BIT or ?GL_STENCIL_BUFFER_BIT, no data is
transferred and a ?GL_INVALID_OPERATION error is generated.
If Filter is ?GL_LINEAR and the source rectangle would require
sampling outside the bounds of the source framebuffer, values are read as if
the ?GL_CLAMP_TO_EDGE texture wrapping mode were applied.
When the color buffer is transferred, values are taken from the read buffer of
the read framebuffer and written to each of the draw buffers of the draw
framebuffer.
If the source and destination rectangles overlap or are the same, and the read
and draw buffers are the same, the result of the operation is undefined.
See external documentation.
Types:
Target = enum()
Samples = integer()
Internalformat = enum()
Width = integer()
Height = integer()
Establish data storage, format, dimensions and sample count of a renderbuffer
object's image
gl:renderbufferStorageMultisample establishes the data storage, format,
dimensions and number of samples of a renderbuffer object's image.
The target of the operation, specified by Target must be
?GL_RENDERBUFFER. Internalformat specifies the internal format
to be used for the renderbuffer object's storage and must be a
color-renderable, depth-renderable, or stencil-renderable format. Width
and Height are the dimensions, in pixels, of the renderbuffer. Both
Width and Height must be less than or equal to the value of
?GL_MAX_RENDERBUFFER_SIZE . Samples specifies the number of
samples to be used for the renderbuffer object's image, and must be less than
or equal to the value of ?GL_MAX_SAMPLES. If Internalformat is a
signed or unsigned integer format then Samples must be less than or
equal to the value of ?GL_MAX_INTEGER_SAMPLES.
Upon success, gl:renderbufferStorageMultisample deletes any existing data
store for the renderbuffer image and the contents of the data store after
calling gl:renderbufferStorageMultisample are undefined.
See external documentation.
Types:
Target = enum()
Attachment = enum()
Texture = integer()
Level = integer()
Layer = integer()
See framebufferTexture/4
Types:
Target = enum()
Attachment = enum()
Texture = integer()
Level = integer()
Face = enum()
See framebufferTexture/4
Types:
Target = enum()
Offset = integer()
Length = integer()
Indicate modifications to a range of a mapped buffer
gl:flushMappedBufferRange indicates that modifications have been made to
a range of a mapped buffer. The buffer must previously have been mapped with
the ?GL_MAP_FLUSH_EXPLICIT flag. Offset and Length
indicate the modified subrange of the mapping, in basic units. The specified
subrange to flush is relative to the start of the currently mapped range of
the buffer. gl:flushMappedBufferRange may be called multiple times to
indicate distinct subranges of the mapping which require flushing.
See external documentation.
Types:
Array = integer()
Bind a vertex array object
gl:bindVertexArray 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.
If no vertex array object with name Array exists, one is created when
Array is first bound. If the bind is successful no change is made to
the state of the vertex array object, and any previous vertex array object
binding is broken.
See external documentation.
Types:
Arrays = [integer()]
Delete vertex array objects
gl:deleteVertexArrays 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.
See external documentation.
Types:
N = integer()
Generate vertex array object names
gl:genVertexArrays 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:genVertexArrays .
Vertex array object names returned by a call to gl:genVertexArrays are
not returned by subsequent calls, unless they are first deleted with
gl:deleteVertexArrays/1 .
The names returned in Arrays are marked as used, for the purposes of
gl:genVertexArrays only, but they acquire state and type only when they
are first bound.
See external documentation.
Types:
Array = integer()
Determine if a name corresponds to a vertex array object
gl:isVertexArray returns ?GL_TRUE if Array is currently the
name of a renderbuffer object. If Renderbuffer is zero, or if
Array is not the name of a renderbuffer object, or if an error occurs,
gl:isVertexArray 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 returns ?GL_FALSE.
See external documentation.
Types:
Program = integer()
UniformNames = [string()]
Retrieve the index of a named uniform block
gl:getUniformIndices retrieves the indices of a number of uniforms within
Program .
Program must be the name of a program object for which the command
gl:linkProgram/1 must have been called in the past, although it is not
required that gl:linkProgram/1 must have succeeded. The link could have
failed because the number of active uniforms exceeded the limit.
UniformCount indicates both the number of elements in the array of names
UniformNames and the number of indices that may be written to
UniformIndices .
UniformNames contains a list of UniformCount name strings
identifying the uniform names to be queried for indices. For each name string
in UniformNames , the index assigned to the active uniform of that name
will be written to the corresponding element of UniformIndices . If a
string in UniformNames is not the name of an active uniform, the
special value ?GL_INVALID_INDEX will be written to the corresponding
element of UniformIndices .
If an error occurs, nothing is written to UniformIndices .
See external documentation.
Types:
Program = integer()
UniformIndices = [integer()]
Pname = enum()
glGetActiveUniforms
See external documentation.
Types:
Program = integer()
UniformIndex = integer()
BufSize = integer()
Query the name of an active uniform
gl:getActiveUniformName 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 written
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-terminator) will
be placed in the variable whose address is specified 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:getProgramiv/2 .
If gl:getActiveUniformName is not successful, nothing is written to
Length or UniformName .
Program must be the name of a program for which the command
gl:linkProgram/1 has been issued in the past. It is not necessary for
Program to have been linked successfully. The link could have failed
because the number of active uniforms exceeded the limit.
UniformIndex must be an active uniform index of the program
Program , in the range zero to ?GL_ACTIVE_UNIFORMS - 1. The
value of ?GL_ACTIVE_UNIFORMS can be queried with
gl:getProgramiv/2 .
See external documentation.
Types:
Program = integer()
UniformBlockName = string()
Retrieve the index of a named uniform block
gl:getUniformBlockIndex retrieves the index of a uniform block within
Program .
Program must be the name of a program object for which the command
gl:linkProgram/1 must have been called in the past, although it is not
required that gl:linkProgram/1 must have succeeded. The link could have
failed because the number of active uniforms exceeded the limit.
UniformBlockName must contain a nul-terminated string specifying the name
of the uniform block.
gl:getUniformBlockIndex returns the uniform block index for the uniform
block named UniformBlockName of Program . If
UniformBlockName does not identify an active uniform block of
Program , gl:getUniformBlockIndex returns the special
identifier, ?GL_INVALID_INDEX. Indices of the active uniform blocks of
a program are assigned in consecutive order, beginning with zero.
See external documentation.
Types:
Program = integer()
UniformBlockIndex = integer()
Pname = enum()
Params = mem()
Query information about an active uniform block
gl:getActiveUniformBlockiv retrieves information about an active uniform
block within Program .
Program must be the name of a program object for which the command
gl:linkProgram/1 must have been called in the past, although it is not
required that gl:linkProgram/1 must have succeeded. The link could have
failed because the number of active uniforms exceeded the limit.
UniformBlockIndex is an active uniform block index of Program ,
and must be less than the value of ?GL_ACTIVE_UNIFORM_BLOCKS.
Upon success, the uniform block parameter(s) specified by Pname are
returned in Params . If an error occurs, nothing will be written to
Params .
If Pname is ?GL_UNIFORM_BLOCK_BINDING, then the index of the
uniform buffer binding point last selected by the uniform block specified by
UniformBlockIndex for Program is returned. If no uniform block
has been previously specified, zero is returned.
If Pname is ?GL_UNIFORM_BLOCK_DATA_SIZE, then the
implementation-dependent minimum total buffer object size, in basic machine
units, required to hold all active uniforms in the uniform block identified by
UniformBlockIndex is returned. It is neither guaranteed nor expected
that a given implementation will arrange uniform values as tightly packed in a
buffer object. The exception to this is the std140 uniform block layout
, which guarantees specific packing behavior and does not require the
application to query for offsets and strides. In this case the minimum size
may still be queried, even though it is determined in advance based only on
the uniform block declaration.
If Pname is ?GL_UNIFORM_BLOCK_NAME_LENGTH, then the total length
(including the nul terminator) of the name of the uniform block identified by
UniformBlockIndex is returned.
If Pname is ?GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, then the number of
active uniforms in the uniform block identified by UniformBlockIndex is
returned.
If Pname is ?GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, then a list
of the active uniform indices for the uniform block identified by
UniformBlockIndex is returned. The number of elements that will be
written to Params is the value of
?GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS for UniformBlockIndex .
If Pname is ?GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER,
?GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER , or
?GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER, then a boolean value
indicating whether the uniform block identified by UniformBlockIndex is
referenced by the vertex, geometry, or fragment programming stages of program,
respectively, is returned.
See external documentation.
Types:
Program = integer()
UniformBlockIndex = integer()
BufSize = integer()
Retrieve the name of an active uniform block
gl:getActiveUniformBlockName retrieves the name of the active uniform
block at UniformBlockIndex within Program .
Program must be the name of a program object for which the command
gl:linkProgram/1 must have been called in the past, although it is not
required that gl:linkProgram/1 must have succeeded. The link could have
failed because the number of active uniforms exceeded the limit.
UniformBlockIndex is an active uniform block index of Program ,
and must be less than the value of ?GL_ACTIVE_UNIFORM_BLOCKS.
Upon success, the name of the uniform block identified by
UnifomBlockIndex is returned into UniformBlockName . The name is
nul-terminated. The actual number of characters written into
UniformBlockName , excluding the nul terminator, is returned in
Length . If Length is NULL, no length is returned.
BufSize contains the maximum number of characters (including the nul
terminator) that will be written into UniformBlockName .
If an error occurs, nothing will be written to UniformBlockName or
Length .
See external documentation.
Types:
Program = integer()
UniformBlockIndex = integer()
UniformBlockBinding = integer()
Assign a binding point to an active uniform block
Binding points for active uniform blocks are assigned using
gl:uniformBlockBinding. 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.
If successful, gl:uniformBlockBinding specifies that Program will
use the data store of the buffer object bound to the binding point
UniformBlockBinding to extract the values of the uniforms in the
uniform block identified by UniformBlockIndex .
When a program object is linked or re-linked, the uniform buffer object binding
point assigned to each of its active uniform blocks is reset to zero.
See external documentation.
Types:
ReadTarget = enum()
WriteTarget = enum()
ReadOffset = integer()
WriteOffset = integer()
Size = integer()
Copy part of the data store of a buffer object to the data store of another
buffer object
gl:copyBufferSubData copies part of the data store attached to
Readtarget to the data store attached to Writetarget . The
number of basic machine units indicated by Size is copied from the
source, at offset Readoffset to the destination at Writeoffset ,
also in basic machine units.
Readtarget and Writetarget must be ?GL_ARRAY_BUFFER,
?GL_COPY_READ_BUFFER , ?GL_COPY_WRITE_BUFFER,
?GL_ELEMENT_ARRAY_BUFFER, ?GL_PIXEL_PACK_BUFFER ,
?GL_PIXEL_UNPACK_BUFFER, ?GL_TEXTURE_BUFFER,
?GL_TRANSFORM_FEEDBACK_BUFFER or ?GL_UNIFORM_BUFFER. Any of
these targets may be used, although the targets ?GL_COPY_READ_BUFFER
and ?GL_COPY_WRITE_BUFFER are provided specifically to allow copies
between buffers without disturbing other GL state.
Readoffset , Writeoffset and Size must all be greater than
or equal to zero. Furthermore, Readoffset + Size must not
exceeed the size of the buffer object bound to Readtarget , and
Readoffset + Size must not exceeed the size of the buffer bound
to Writetarget . If the same buffer object is bound to both
Readtarget and Writetarget , then the ranges specified by
Readoffset , Writeoffset and Size must not overlap.
See external documentation.
Types:
Mode = enum()
Count = integer()
Type = enum()
Indices = offset() | mem()
Basevertex = integer()
Render primitives from array data with a per-element offset
gl:drawElementsBaseVertex behaves identically to gl:drawElements/4
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.
See external documentation.
Types:
Mode = enum()
Start = integer()
End = integer()
Count = integer()
Type = enum()
Indices = offset() | mem()
Basevertex = integer()
Render primitives from array data with a per-element offset
gl:drawRangeElementsBaseVertex is a restricted form of
gl:drawElementsBaseVertex/5 . Mode , Start , End ,
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 i th 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.
See external documentation.
Types:
Mode = enum()
Count = integer()
Type = enum()
Indices = offset() | mem()
Primcount = integer()
Basevertex = integer()
Render multiple instances of a set of primitives from array data with a
per-element offset
gl:drawElementsInstancedBaseVertex behaves identically 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.
See external documentation.
Types:
Mode = enum()
Specifiy the vertex to be used as the source of data for flat shaded varyings
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 provoking vertex and
gl:provokingVertex specifies which vertex is to be used as the source
of data for flat shaded varyings.
ProvokeMode must be either ?GL_FIRST_VERTEX_CONVENTION or
?GL_LAST_VERTEX_CONVENTION , and controls the selection of the vertex
whose values are assigned to flatshaded varying outputs. The interpretation of
these values for the supported primitive types is: Primitive Type of
Polygon iFirst Vertex ConventionLast Vertex
Convention
point ii
independent line 2 i - 1 2i
line loop i i + 1, if i < n 1, if i = n
line strip ii + 1
independent triangle 3 i - 2 3i
triangle strip ii + 2
triangle fan i + 1 i + 2
line adjacency 4 i - 2 4i - 1
line strip adjacency i + 1 i + 2
triangle adjacency 6 i - 5 6i - 1
triangle strip adjacency 2 i - 1 2i + 3
If a vertex or geometry shader is active, user-defined varying outputs may be
flatshaded by using the flat qualifier when declaring the output.
See external documentation.
point ii
independent line 2 i - 1 2i
line loop i i + 1, if i < n 1, if i = n
line strip ii + 1
independent triangle 3 i - 2 3i
triangle strip ii + 2
triangle fan i + 1 i + 2
line adjacency 4 i - 2 4i - 1
line strip adjacency i + 1 i + 2
triangle adjacency 6 i - 5 6i - 1
triangle strip adjacency 2 i - 1 2i + 3
Types:
Condition = enum()
Flags = integer()
Create a new sync object and insert it into the GL command stream
gl:fenceSync 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.
When the specified Condition of the sync object is satisfied by the fence
command, the sync object is signaled by the GL, causing any
gl:waitSync/3 , gl:clientWaitSync/3 commands blocking in
Sync to unblock. No other state is affected by
gl:fenceSync or by the execution of the associated fence command.
Condition must be ?GL_SYNC_GPU_COMMANDS_COMPLETE. This condition
is satisfied by completion of the fence command corresponding to the sync
object and all preceding commands in the same command stream. The sync object
will not be signaled until all effects from these commands on GL client and
server state and the framebuffer are fully realized. Note that completion of
the fence command occurs once the state of the corresponding sync object has
been changed, but commands waiting on that sync object may not be unblocked
until after the fence command completes.
See external documentation.
Types:
Sync = integer()
Determine if a name corresponds to a sync object
gl:isSync 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 returns ?GL_FALSE. Note that zero is not the
name of a sync object.
See external documentation.
Types:
Sync = integer()
Delete a sync object
gl:deleteSync 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 commands 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 command. In either case, after gl:deleteSync
returns, the name Sync is invalid and can no longer be used to refer to
the sync object.
gl:deleteSync will silently ignore a Sync value of zero.
See external documentation.
Types:
Sync = integer()
Flags = integer()
Timeout = integer()
Block and wait for a sync object to become signaled
gl:clientWaitSync causes the client to block and wait for the sync object
specified by Sync to become signaled. If Sync is signaled when
gl:clientWaitSync is called, gl:clientWaitSync returns
immediately, otherwise it will block and wait for up to Timeout
nanoseconds for Sync to become signaled.
The return value is one of four status values:
?GL_ALREADY_SIGNALED indicates that Sync was signaled at the time
that gl:clientWaitSync was called.
?GL_TIMEOUT_EXPIRED indicates that at least Timeout nanoseconds
passed and Sync did not become signaled.
?GL_CONDITION_SATISFIED indicates that Sync was signaled before
the timeout expired.
?GL_WAIT_FAILED indicates that an error occurred. Additionally, an OpenGL
error will be generated.
See external documentation.
Types:
Sync = integer()
Flags = integer()
Timeout = integer()
Instruct the GL server to block until the specified sync object becomes signaled
gl:waitSync 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
extensions of sync object capabilities. They must have these reserved values
in order that existing code calling gl:waitSync operate properly in the
presence of such extensions.. gl:waitSync will always wait no longer
than an implementation-dependent timeout. The duration of this timeout in
nanoseconds may be queried by calling gl:getBooleanv/1 with the
parameter ?GL_MAX_SERVER_WAIT_TIMEOUT . There is currently no way to
determine whether gl:waitSync unblocked because the timeout expired or
because the sync object being waited on was signaled.
If an error occurs, gl:waitSync does not cause the GL server to block.
See external documentation.
Types:
Pname = enum()
See getBooleanv/1
Types:
Sync = integer()
Pname = enum()
BufSize = integer()
Query the properties of a sync object
gl:getSynciv retrieves properties of a sync object. Sync specifies
the name of the sync object whose properties to retrieve.
On success, gl:getSynciv replaces up to BufSize integers in
Values with the corresponding property values of the object being
queried. The actual number of integers replaced is returned in the variable
whose address is specified in Length . If Length is NULL, no
length is returned.
If Pname is ?GL_OBJECT_TYPE, a single value representing the
specific type of the sync object is placed in Values . The only type
supported is ?GL_SYNC_FENCE .
If Pname is ?GL_SYNC_STATUS, a single value representing the
status of the sync object ( ?GL_SIGNALED or ?GL_UNSIGNALED) is
placed in Values .
If Pname is ?GL_SYNC_CONDITION, a single value representing the
condition of the sync object is placed in Values . The only condition
supported is ?GL_SYNC_GPU_COMMANDS_COMPLETE .
If Pname is ?GL_SYNC_FLAGS, a single value representing the flags
with which the sync object was created is placed in Values . No flags
are currently supported
Flags is expected to be used in future extensions to the sync objects..
If an error occurs, nothing will be written to Values or Length .
See external documentation.
Types:
Target = enum()
Samples = integer()
Internalformat = integer()
Width = integer()
Height = integer()
Fixedsamplelocations = 0 | 1
Establish the data storage, format, dimensions, and number of samples of a
multisample texture's image
gl:texImage2DMultisample establishes the data storage, format, dimensions
and number of samples of a multisample texture's image.
Target must be ?GL_TEXTURE_2D_MULTISAMPLE or
?GL_PROXY_TEXTURE_2D_MULTISAMPLE . Width and Height are
the dimensions in texels of the texture, and must be in the range zero to
?GL_MAX_TEXTURE_SIZE - 1. Samples specifies the number of
samples in the image and must be in the range zero to ?GL_MAX_SAMPLES -
1.
Internalformat must be a color-renderable, depth-renderable, or
stencil-renderable format.
If Fixedsamplelocations is ?GL_TRUE, the image will use identical
sample locations and the same number of samples for all texels in the image,
and the sample locations will not depend on the internal format or size of the
image.
When a multisample texture is accessed in a shader, the access takes one vector
of integers describing which texel to fetch and an integer corresponding to
the sample numbers describing which sample within the texel to fetch. No
standard sampling instructions are allowed on the multisample texture targets.
See external documentation.
Types:
Target = enum()
Samples = integer()
Internalformat = integer()
Width = integer()
Height = integer()
Depth = integer()
Fixedsamplelocations = 0 | 1
Establish the data storage, format, dimensions, and number of samples of a
multisample texture's image
gl:texImage3DMultisample establishes the data storage, format, dimensions
and number of samples of a multisample texture's image.
Target must be ?GL_TEXTURE_2D_MULTISAMPLE_ARRAY or
?GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY . Width and Height
are the dimensions in texels of the texture, and must be in the range zero to
?GL_MAX_TEXTURE_SIZE - 1. Depth is the number of array slices in
the array texture's image. Samples specifies the number of samples in
the image and must be in the range zero to ?GL_MAX_SAMPLES - 1.
Internalformat must be a color-renderable, depth-renderable, or
stencil-renderable format.
If Fixedsamplelocations is ?GL_TRUE, the image will use identical
sample locations and the same number of samples for all texels in the image,
and the sample locations will not depend on the internal format or size of the
image.
When a multisample texture is accessed in a shader, the access takes one vector
of integers describing which texel to fetch and an integer corresponding to
the sample numbers describing which sample within the texel to fetch. No
standard sampling instructions are allowed on the multisample texture targets.
See external documentation.
Types:
Pname = enum()
Index = integer()
Retrieve the location of a sample
gl:getMultisamplefv 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 - 1.
If the multisample mode does not have fixed sample locations, the returned
values may only reflect the locations of samples within some pixels.
See external documentation.
Types:
Index = integer()
Mask = integer()
Set the value of a sub-word of the sample mask
gl:sampleMaski sets one 32-bit sub-word of the multi-word sample mask,
?GL_SAMPLE_MASK_VALUE .
MaskIndex specifies which 32-bit sub-word of the sample mask to update,
and Mask specifies the new value to use for that sub-word.
MaskIndex must be less than the value of
?GL_MAX_SAMPLE_MASK_WORDS. Bit B of mask word M
corresponds to sample 32 x M + B.
See external documentation.
Types:
Type = enum()
Name = string()
String = string()
glNamedStringARB
See external documentation.
Types:
Name = string()
glDeleteNamedStringARB
See external documentation.
Types:
Shader = integer()
Path = [string()]
glCompileShaderIncludeARB
See external documentation.
Types:
Name = string()
glIsNamedStringARB
See external documentation.
Types:
Name = string()
BufSize = integer()
glGetNamedStringARB
See external documentation.
Types:
Name = string()
Pname = enum()
glGetNamedStringARB
See external documentation.
Types:
Program = integer()
ColorNumber = integer()
Index = integer()
Name = string()
glBindFragDataLocationIndexe
See external documentation.
Types:
Program = integer()
Name = string()
Query the bindings of color indices to user-defined varying out variables
gl:getFragDataIndex returns the index of the fragment color to which the
variable Name was bound when the program object Program was last
linked. If Name is not a varying out variable of Program , or if
an error occurs, -1 will be returned.
See external documentation.
Types:
Count = integer()
Generate sampler object names
gl:genSamplers 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:genSamplers .
Sampler object names returned by a call to gl:genSamplers are not
returned by subsequent calls, unless they are first deleted with
gl:deleteSamplers/1 .
The names returned in Samplers are marked as used, for the purposes of
gl:genSamplers only, but they acquire state and type only when they are
first bound.
See external documentation.
Types:
Samplers = [integer()]
Delete named sampler objects
gl:deleteSamplers deletes N sampler objects named by the elements
of the array Ids . 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:bindSampler/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.
See external documentation.
Types:
Sampler = integer()
Determine if a name corresponds to a sampler object
gl:isSampler 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 returns ?GL_FALSE.
A name returned by gl:genSamplers/1 , is the name of a sampler object.
See external documentation.
Types:
Unit = integer()
Sampler = integer()
Bind a named sampler to a texturing target
gl:bindSampler binds Sampler to the texture unit at index
Unit . Sampler must be zero or the name of a sampler object
previously returned from a call to gl:genSamplers/1 . Unit must
be less than the value of ?GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS.
When a sampler object is bound to a texture unit, its state supersedes that of
the texture object bound to that texture unit. If the sampler name zero is
bound to a texture unit, the currently bound texture's sampler state becomes
active. A single sampler object may be bound to multiple texture units
simultaneously.
See external documentation.
Types:
Sampler = integer()
Pname = enum()
Param = integer()
Set sampler parameters
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 :
?GL_TEXTURE_MIN_FILTER: The texture minifying function is used whenever
the pixel being textured maps to an area greater than one texture element.
There are six defined minifying functions. Two of them use the nearest one or
nearest four texture elements to compute the texture value. The other four use
mipmaps.
A mipmap is an ordered set of arrays representing the same image at
progressively lower resolutions. If the texture has dimensions 2 n*2 m, there
are max(n m)+1 mipmaps. The first mipmap is the original texture, with
dimensions 2 n*2 m. Each subsequent mipmap has dimensions 2(k-1)*2(l-1), where
2 k*2 l are the dimensions of the previous mipmap, until either k= 0 or l= 0.
At that point, subsequent mipmaps have dimension 1*2(l-1) or 2(k-1)*1 until
the final mipmap, which has dimension 1*1. To define the mipmaps, call
gl:texImage1D/8 , gl:texImage2D/9 , gl:texImage3D/10 ,
gl:copyTexImage1D/7 , or gl:copyTexImage2D/8 with the
level argument indicating the order of the mipmaps. Level 0 is the
original texture; level max(n m) is the final 1*1 mipmap.
Params supplies a function for minifying the texture as one of the
following:
?GL_NEAREST: Returns the value of the texture element that is nearest (in
Manhattan distance) to the center of the pixel being textured.
?GL_LINEAR: Returns the weighted average of the four texture elements
that are closest to the center of the pixel being textured. These can include
border texture elements, depending on the values of ?GL_TEXTURE_WRAP_S
and ?GL_TEXTURE_WRAP_T, and on the exact mapping.
?GL_NEAREST_MIPMAP_NEAREST: Chooses the mipmap that most closely matches
the size of the pixel being textured and uses the ?GL_NEAREST criterion
(the texture element nearest to the center of the pixel) to produce a texture
value.
?GL_LINEAR_MIPMAP_NEAREST: Chooses the mipmap that most closely matches
the size of the pixel being textured and uses the ?GL_LINEAR criterion
(a weighted average of the four texture elements that are closest to the
center of the pixel) to produce a texture value.
?GL_NEAREST_MIPMAP_LINEAR: Chooses the two mipmaps that most closely
match the size of the pixel being textured and uses the ?GL_NEAREST
criterion (the texture element nearest to the center of the pixel) to produce
a texture value from each mipmap. The final texture value is a weighted
average of those two values.
?GL_LINEAR_MIPMAP_LINEAR: Chooses the two mipmaps that most closely match
the size of the pixel being textured and uses the ?GL_LINEAR criterion
(a weighted average of the four texture elements that are closest to the
center of the pixel) to produce a texture value from each mipmap. The final
texture value is a weighted average of those two values.
As more texture elements are sampled in the minification process, fewer aliasing
artifacts will be apparent. While the ?GL_NEAREST and ?GL_LINEAR
minification functions can be faster than the other four, they sample only one
or four texture elements to determine the texture value of the pixel being
rendered and can produce moire patterns or ragged transitions. The initial
value of ?GL_TEXTURE_MIN_FILTER is ?GL_NEAREST_MIPMAP_LINEAR .
?GL_TEXTURE_MAG_FILTER: The texture magnification function is used when
the pixel being textured maps to an area less than or equal to one texture
element. It sets the texture magnification function to either
?GL_NEAREST or ?GL_LINEAR (see below). ?GL_NEAREST is
generally faster than ?GL_LINEAR, but it can produce textured images
with sharper edges because the transition between texture elements is not as
smooth. The initial value of ?GL_TEXTURE_MAG_FILTER is
?GL_LINEAR.
?GL_NEAREST: Returns the value of the texture element that is nearest (in
Manhattan distance) to the center of the pixel being textured.
?GL_LINEAR: Returns the weighted average of the four texture elements
that are closest to the center of the pixel being textured. These can include
border texture elements, depending on the values of ?GL_TEXTURE_WRAP_S
and ?GL_TEXTURE_WRAP_T, and on the exact mapping.
?GL_TEXTURE_MIN_LOD: Sets the minimum level-of-detail parameter. This
floating-point value limits the selection of highest resolution mipmap (lowest
mipmap level). The initial value is -1000.
?GL_TEXTURE_MAX_LOD: Sets the maximum level-of-detail parameter. This
floating-point value limits the selection of the lowest resolution mipmap
(highest mipmap level). The initial value is 1000.
?GL_TEXTURE_WRAP_S: Sets the wrap parameter for texture coordinate s to
either ?GL_CLAMP_TO_EDGE , ?GL_MIRRORED_REPEAT, or
?GL_REPEAT. ?GL_CLAMP_TO_BORDER causes the s coordinate to be
clamped to the range [(-1 2/N) 1+(1 2/N)], where N is the size of the texture
in the direction of clamping. ?GL_CLAMP_TO_EDGE causes s coordinates to
be clamped to the range [(1 2/N) 1-(1 2/N)], where N is the size of the
texture in the direction of clamping. ?GL_REPEAT causes the integer
part of the s coordinate to be ignored; the GL uses only the fractional part,
thereby creating a repeating pattern. ?GL_MIRRORED_REPEAT causes the s
coordinate to be set to the fractional part of the texture coordinate if the
integer part of s is even; if the integer part of s is odd, then the s texture
coordinate is set to 1-frac(s), where frac(s) represents the fractional part
of s. Initially, ?GL_TEXTURE_WRAP_S is set to ?GL_REPEAT.
?GL_TEXTURE_WRAP_T: Sets the wrap parameter for texture coordinate t to
either ?GL_CLAMP_TO_EDGE , ?GL_MIRRORED_REPEAT, or
?GL_REPEAT. See the discussion under ?GL_TEXTURE_WRAP_S .
Initially, ?GL_TEXTURE_WRAP_T is set to ?GL_REPEAT.
?GL_TEXTURE_WRAP_R: Sets the wrap parameter for texture coordinate r to
either ?GL_CLAMP_TO_EDGE , ?GL_MIRRORED_REPEAT, or
?GL_REPEAT. See the discussion under ?GL_TEXTURE_WRAP_S .
Initially, ?GL_TEXTURE_WRAP_R is set to ?GL_REPEAT.
?GL_TEXTURE_BORDER_COLOR: The data in Params specifies four values
that define the border values that should be used for border texels. If a
texel is sampled from the border of the texture, the values of
?GL_TEXTURE_BORDER_COLOR are interpreted as an RGBA color to match the
texture's internal format and substituted for the non-existent texel data. If
the texture contains depth components, the first component of
?GL_TEXTURE_BORDER_COLOR is interpreted as a depth value. The initial
value is (0.0, 0.0, 0.0, 0.0).
?GL_TEXTURE_COMPARE_MODE: Specifies the texture comparison mode for
currently bound textures. That is, a texture whose internal format is
?GL_DEPTH_COMPONENT_*; see gl:texImage2D/9 ) Permissible values
are:
?GL_COMPARE_REF_TO_TEXTURE: Specifies that the interpolated and clamped r
texture coordinate should be compared to the value in the currently bound
texture. See the discussion of ?GL_TEXTURE_COMPARE_FUNC for details of
how the comparison is evaluated. The result of the comparison is assigned to
the red channel.
?GL_NONE: Specifies that the red channel should be assigned the
appropriate value from the currently bound texture.
?GL_TEXTURE_COMPARE_FUNC: Specifies the comparison operator used when
?GL_TEXTURE_COMPARE_MODE is set to ?GL_COMPARE_REF_TO_TEXTURE.
Permissible values are: Texture Comparison FunctionComputed
result
?GL_LEQUAL result={1.0 0.0 r<=(D t) r>(D t))
?GL_GEQUAL result={1.0 0.0 r>=(D t) r<(D t))
?GL_LESS result={1.0 0.0 r< (D t) r>=(D t))
?GL_GREATER result={1.0 0.0 r>(D t) r<=(D t))
?GL_EQUAL result={1.0 0.0 r=(D t) r≠(D t))
?GL_NOTEQUAL result={1.0 0.0 r≠(D t) r=(D t))
?GL_ALWAYS result= 1.0
?GL_NEVER result= 0.0
where r is the current interpolated texture coordinate, and D t is the texture
value sampled from the currently bound texture. result is assigned to R t.
See external documentation.
Types:
Sampler = integer()
Pname = enum()
Param = [integer()]
See samplerParameteri/3
Types:
Sampler = integer()
Pname = enum()
Param = float()
See samplerParameteri/3
Types:
Sampler = integer()
Pname = enum()
Param = [float()]
See samplerParameteri/3
Types:
Sampler = integer()
Pname = enum()
Param = [integer()]
See samplerParameteri/3
Types:
Sampler = integer()
Pname = enum()
Param = [integer()]
glSamplerParameterI
See external documentation.
Types:
Sampler = integer()
Pname = enum()
Return sampler parameter values
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:samplerParameteri/3 , with the same interpretations:
?GL_TEXTURE_MAG_FILTER: Returns the single-valued texture magnification
filter, a symbolic constant. The initial value is ?GL_LINEAR.
?GL_TEXTURE_MIN_FILTER: Returns the single-valued texture minification
filter, a symbolic constant. The initial value is
?GL_NEAREST_MIPMAP_LINEAR.
?GL_TEXTURE_MIN_LOD: Returns the single-valued texture minimum
level-of-detail value. The initial value is -1000.
?GL_TEXTURE_MAX_LOD: Returns the single-valued texture maximum
level-of-detail value. The initial value is 1000.
?GL_TEXTURE_WRAP_S: Returns the single-valued wrapping function for
texture coordinate s, a symbolic constant. The initial value is
?GL_REPEAT.
?GL_TEXTURE_WRAP_T: Returns the single-valued wrapping function for
texture coordinate t, a symbolic constant. The initial value is
?GL_REPEAT.
?GL_TEXTURE_WRAP_R: Returns the single-valued wrapping function for
texture coordinate r, a symbolic constant. The initial value is
?GL_REPEAT.
?GL_TEXTURE_BORDER_COLOR: Returns four integer or floating-point numbers
that comprise the RGBA color of the texture border. Floating-point values are
returned in the range [0 1]. Integer values are returned as a linear mapping
of the internal floating-point representation such that 1.0 maps to the most
positive representable integer and -1.0 maps to the most negative
representable integer. The initial value is (0, 0, 0, 0).
?GL_TEXTURE_COMPARE_MODE: Returns a single-valued texture comparison
mode, a symbolic constant. The initial value is ?GL_NONE. See
gl:samplerParameteri/3 .
?GL_TEXTURE_COMPARE_FUNC: Returns a single-valued texture comparison
function, a symbolic constant. The initial value is ?GL_LEQUAL. See
gl:samplerParameteri/3 .
See external documentation.
Types:
Sampler = integer()
Pname = enum()
See getSamplerParameteriv/2
Types:
Sampler = integer()
Pname = enum()
See getSamplerParameteriv/2
Types:
Sampler = integer()
Pname = enum()
glGetSamplerParameterI
See external documentation.
Types:
Id = integer()
Target = enum()
Record the GL time into a query object after all previous commands have reached
the GL server but have not yet necessarily executed.
gl:queryCounter 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 timer
queries can be used within a gl:beginQuery/2 / gl:beginQuery/2
block where the target is ?GL_TIME_ELAPSED and it does not affect the
result of that query object.
See external documentation.
Types:
Id = integer()
Pname = enum()
glGetQueryObjecti64v
See external documentation.
Types:
Id = integer()
Pname = enum()
glGetQueryObjectui64v
See external documentation.
Types:
Mode = enum()
Indirect = offset() | mem()
Render primitives from array data, taking parameters from memory
gl:drawArraysIndirect specifies multiple geometric primitives with very
few subroutine calls. gl:drawArraysIndirect behaves similarly to
gl:drawArraysInstancedBaseInstance/5 , execept that the parameters to
gl:drawArraysInstancedBaseInstance/5 are stored in memory at the
address given by Indirect .
The parameters addressed by Indirect are packed into a structure that
takes the form (in C): typedef struct { uint count; uint primCount; uint
first; uint baseInstance; } DrawArraysIndirectCommand; const
DrawArraysIndirectCommand *cmd = (const DrawArraysIndirectCommand *)indirect;
glDrawArraysInstancedBaseInstance(mode, cmd->first, cmd->count,
cmd->primCount, cmd->baseInstance);
If a buffer is bound to the ?GL_DRAW_INDIRECT_BUFFER binding at the time
of a call to gl:drawArraysIndirect, Indirect is interpreted as
an offset, in basic machine units, into that buffer and the parameter data is
read from the buffer rather than from client memory.
In contrast to gl:drawArraysInstancedBaseInstance/5 , the first member of
the parameter structure is unsigned, and out-of-range indices do not generate
an error.
Vertex attributes that are modified by gl:drawArraysIndirect have an
unspecified value after gl:drawArraysIndirect returns. Attributes that
aren't modified remain well defined.
See external documentation.
Types:
Mode = enum()
Type = enum()
Indirect = offset() | mem()
Render indexed primitives from array data, taking parameters from memory
gl:drawElementsIndirect specifies multiple indexed geometric primitives
with very few subroutine calls. gl:drawElementsIndirect behaves
similarly to gl:drawElementsInstancedBaseVertexBaseInstance/7 , execpt
that the parameters to gl:drawElementsInstancedBaseVertexBaseInstance/7
are stored in memory at the address given by Indirect .
The parameters addressed by Indirect are packed into a structure that
takes the form (in C): typedef struct { uint count; uint primCount; uint
firstIndex; uint baseVertex; uint baseInstance; } DrawElementsIndirectCommand;
gl:drawElementsIndirect is equivalent to: void
glDrawElementsIndirect(GLenum mode, GLenum type, const void * indirect) {
const DrawElementsIndirectCommand *cmd = (const DrawElementsIndirectCommand
*)indirect; glDrawElementsInstancedBaseVertexBaseInstance(mode, cmd->count,
type, cmd->firstIndex + size-of-type, cmd->primCount,
cmd->baseVertex, cmd->baseInstance); }
If a buffer is bound to the ?GL_DRAW_INDIRECT_BUFFER binding at the time
of a call to gl:drawElementsIndirect, Indirect is interpreted as
an offset, in basic machine units, into that buffer and the parameter data is
read from the buffer rather than from client memory.
Note that indices stored in client memory are not supported. If no buffer is
bound to the ?GL_ELEMENT_ARRAY_BUFFER binding, an error will be
generated.
The results of the operation are undefined if the reservedMustBeZero member of
the parameter structure is non-zero. However, no error is generated in this
case.
Vertex attributes that are modified by gl:drawElementsIndirect have an
unspecified value after gl:drawElementsIndirect returns. Attributes
that aren't modified remain well defined.
See external documentation.
Types:
Location = integer()
X = float()
See uniform1f/2
Types:
Location = integer()
X = float()
Y = float()
See uniform1f/2
Types:
Location = integer()
X = float()
Y = float()
Z = float()
See uniform1f/2
Types:
Location = integer()
X = float()
Y = float()
Z = float()
W = float()
See uniform1f/2
Types:
Location = integer()
Value = [float()]
See uniform1f/2
Types:
Location = integer()
Value = [{float(), float()}]
See uniform1f/2
Types:
Location = integer()
Value = [{float(), float(), float()}]
See uniform1f/2
Types:
Location = integer()
Value = [{float(), float(), float(), float()}]
See uniform1f/2
Types:
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float()}]
See uniform1f/2
Types:
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float(), float(),
float(), float()}]
See uniform1f/2
Types:
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float(), float(),
float(), float(), float(), float(), float(), float(), float(), float(),
float()}]
See uniform1f/2
Types:
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float()}]
See uniform1f/2
Types:
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float(), float(),
float()}]
See uniform1f/2
Types:
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float()}]
See uniform1f/2
Types:
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float(), float(),
float(), float(), float(), float(), float()}]
See uniform1f/2
Types:
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float(), float(),
float()}]
See uniform1f/2
Types:
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float(), float(),
float(), float(), float(), float(), float()}]
See uniform1f/2
Types:
Program = integer()
Location = integer()
See getUniformfv/2
Types:
Program = integer()
Shadertype = enum()
Name = string()
Retrieve the location of a subroutine uniform of a given shader stage within a
program
gl:getSubroutineUniformLocation returns the location of the subroutine
uniform variable Name in the shader stage of type Shadertype
attached to Program , with behavior otherwise identical to
gl:getUniformLocation/2 .
If Name is not the name of a subroutine uniform in the shader stage, -1
is returned, but no error is generated. If Name is the name of a
subroutine uniform in the shader stage, a value between zero and the value of
?GL_ACTIVE_SUBROUTINE_LOCATIONS minus one will be returned. Subroutine
locations are assigned using consecutive integers in the range from zero to
the value of ?GL_ACTIVE_SUBROUTINE_LOCATIONS minus one for the shader
stage. For active subroutine uniforms declared as arrays, the declared array
elements are assigned consecutive locations.
See external documentation.
Types:
Program = integer()
Shadertype = enum()
Name = string()
Retrieve the index of a subroutine uniform of a given shader stage within a
program
gl:getSubroutineIndex returns the index of a subroutine uniform 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.
If Name is not the name of a subroutine uniform in the shader stage,
?GL_INVALID_INDEX is returned, but no error is generated. If
Name is the name of a subroutine uniform in the shader stage, a value
between zero and the value of ?GL_ACTIVE_SUBROUTINES minus one will be
returned. Subroutine indices are assigned using consecutive integers in the
range from zero to the value of ?GL_ACTIVE_SUBROUTINES minus one for
the shader stage.
See external documentation.
Types:
Program = integer()
Shadertype = enum()
Index = integer()
Bufsize = integer()
Query the name of an active shader subroutine uniform
gl:getActiveSubroutineUniformName 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 which the uniform
location, given by Index , is valid. Index must be between zero
and the value of ?GL_ACTIVE_SUBROUTINE_UNIFORMS minus one for the
shader stage.
The uniform name is returned as a null-terminated string in Name . The
actual number of characters written into Name , excluding the null
terminator is returned in Length . If Length is ?NULL, no
length is returned. The maximum number of characters that may be written into
Name , including the null terminator, is specified by Bufsize .
The length of the longest subroutine uniform name in Program and
Shadertype is given by the value of
?GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH, which can be queried with
gl:getProgramStageiv/3 .
See external documentation.
Types:
Program = integer()
Shadertype = enum()
Index = integer()
Bufsize = integer()
Query the name of an active shader subroutine
gl:getActiveSubroutineName queries the name of an active shader
subroutine uniform from the program object given in Program .
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.
The name of the selected subroutine is returned as a null-terminated string in
Name . The actual number of characters written into Name , not
including the null-terminator, is is returned in Length . If
Length is ?NULL, no length is returned. The maximum number of
characters that may be written into Name , including the
null-terminator, is given in Bufsize .
See external documentation.
Types:
Shadertype = enum()
Indices = [integer()]
Load active subroutine uniforms
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_SUBROUTINE_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.
See external documentation.
Types:
Shadertype = enum()
Location = integer()
Retrieve the value of a subroutine uniform of a given shader stage of the
current program
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 .
See external documentation.
Types:
Program = integer()
Shadertype = enum()
Pname = enum()
Retrieve properties of a program object corresponding to a specified shader
stage
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 .
If Pname is ?GL_ACTIVE_SUBROUTINE_UNIFORMS, the number of active
subroutine variables in the stage is returned in Values .
If Pname is ?GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS, the number of
active subroutine variable locations in the stage is returned in Values
.
If Pname is ?GL_ACTIVE_SUBROUTINES, the number of active
subroutines in the stage is returned in Values .
If Pname is ?GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH, the length
of the longest subroutine uniform for the stage is returned in Values .
If Pname is ?GL_ACTIVE_SUBROUTINE_MAX_LENGTH, the length of the
longest subroutine name for the stage is returned in Values . The
returned name length includes space for the null-terminator.
If there is no shader present of type Shadertype , the returned value
will be consistent with a shader containing no subroutines or subroutine
uniforms.
See external documentation.
Types:
Pname = enum()
Value = integer()
Specifies the parameters for patch primitives
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,
Value specifies the new value for the parameter specified by
Pname . For gl:patchParameterfv, Values specifies the
address of an array containing the new values for the parameter specified by
Pname .
When Pname is ?GL_PATCH_VERTICES, Value specifies the
number of vertices that will be used to make up a single patch primitive.
Patch primitives are consumed by the tessellation control shader (if present)
and subsequently used for tessellation. When primitives are specified using
gl:drawArrays/3 or a similar function, each patch will be made from
Parameter control points, each represented by a vertex taken from the
enabeld vertex arrays. Parameter must be greater than zero, and less
than or equal to the value of ?GL_MAX_PATCH_VERTICES.
When Pname is ?GL_PATCH_DEFAULT_OUTER_LEVEL or
?GL_PATCH_DEFAULT_INNER_LEVEL , Values contains the address of
an array contiaining the default outer or inner tessellation levels,
respectively, to be used when no tessellation control shader is present.
See external documentation.
Types:
Pname = enum()
Values = [float()]
See patchParameteri/2
Types:
Target = enum()
Id = integer()
Bind a transform feedback object
gl:bindTransformFeedback binds the transform feedback object with name
Id to the current GL state. Id must be a name previously
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 with the default transform state vector is created.
In the initial state, a default transform feedback object is bound and treated
as a transform feedback object with a name of zero. If the name zero is
subsequently bound, the default transform feedback object is again bound to
the GL state.
While a transform feedback buffer object is bound, GL operations on the target
to which it is bound affect the bound transform feedback object, and queries
of the target to which a transform feedback object is bound return state from
the bound object. When buffer objects are bound for transform feedback, they
are attached to the currently bound transform feedback object. Buffer objects
are used for trans- form feedback only if they are attached to the currently
bound transform feedback object.
See external documentation.
Types:
Ids = [integer()]
Delete transform feedback objects
gl:deleteTransformFeedbacks 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 contents. 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.
See external documentation.
Types:
N = integer()
Reserve transform feedback object names
gl:genTransformFeedbacks returns N previously unused transform
feedback object names in Ids . These names are marked as used, for the
purposes of gl:genTransformFeedbacks only, but they acquire transform
feedback state only when they are first bound.
See external documentation.
Types:
Id = integer()
Determine if a name corresponds to a transform feedback object
gl:isTransformFeedback 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 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:isTransformFeedback returns
?GL_FALSE .
See external documentation.
Pause transform feedback operations
gl:pauseTransformFeedback pauses transform feedback operations 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.
See external documentation.
Resume transform feedback operations
gl:resumeTransformFeedback resumes transform feedback operations 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.
See external documentation.
Types:
Mode = enum()
Id = integer()
Render primitives using a count derived from a transform feedback object
gl:drawTransformFeedback draws primitives of a type specified by
Mode using a count retrieved from the transform feedback specified by
Id . Calling gl:drawTransformFeedback is equivalent 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 .
See external documentation.
Types:
Mode = enum()
Id = integer()
Stream = integer()
Render primitives using a count derived from a specifed stream of a transform
feedback object
gl:drawTransformFeedbackStream 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 is equivalent 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 Stream the last time transform feedback was active on the
transform feedback object named by Id .
Calling gl:drawTransformFeedback/2 is equivalent to calling
gl:drawTransformFeedbackStream with Stream set to zero.
See external documentation.
Types:
Target = enum()
Index = integer()
Id = integer()
glBeginQueryIndexe
See external documentation.
Types:
Target = enum()
Index = integer()
Delimit the boundaries of a query object on an indexed target
gl:beginQueryIndexed 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 determined by Target .
Target must be one of ?GL_SAMPLES_PASSED,
?GL_ANY_SAMPLES_PASSED , ?GL_PRIMITIVES_GENERATED,
?GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, or ?GL_TIME_ELAPSED .
The behavior of the query object depends on its type and is as follows.
Index specifies the index of the query target and must be between a
Target -specific maximum.
If Target is ?GL_SAMPLES_PASSED, Id must be an unused name,
or the name of an existing occlusion query object. When
gl:beginQueryIndexed is executed, the query object's samples-passed
counter is reset to 0. Subsequent rendering will increment the counter for
every sample that passes the depth test. If the value of
?GL_SAMPLE_BUFFERS is 0, then the samples-passed count is incremented
by 1 for each fragment. If the value of ?GL_SAMPLE_BUFFERS is 1, then
the samples-passed count is incremented by the number of samples whose
coverage bit is set. However, implementations, at their discression may
instead increase the samples-passed count by the value of ?GL_SAMPLES
if any sample in the fragment is covered. When gl:endQueryIndexed is
executed, the samples-passed counter is assigned to the query object's result
value. This value can be queried by calling gl:getQueryObjectiv/2 with
Pname ?GL_QUERY_RESULT. When Target is
?GL_SAMPLES_PASSED, Index must be zero.
If Target is ?GL_ANY_SAMPLES_PASSED, Id must be an unused
name, or the name of an existing boolean occlusion query object. When
gl:beginQueryIndexed is executed, the query object's samples-passed
flag is reset to ?GL_FALSE. Subsequent rendering causes the flag to be
set to ?GL_TRUE if any sample passes the depth test. When
gl:endQueryIndexed is executed, the samples-passed flag is assigned to
the query object's result value. This value can be queried by calling
gl:getQueryObjectiv/2 with Pname ?GL_QUERY_RESULT. When
Target is ?GL_ANY_SAMPLES_PASSED , Index must be zero.
If Target is ?GL_PRIMITIVES_GENERATED, Id must be an unused
name, or the name of an existing primitive query object previously bound to
the ?GL_PRIMITIVES_GENERATED query binding. When
gl:beginQueryIndexed is executed, the query object's
primitives-generated counter is reset to 0. Subsequent rendering will
increment the counter once for every vertex that is emitted from the geometry
shader to the stream given by Index , or from the vertex shader if
Index is zero and no geometry shader is present. When
gl:endQueryIndexed is executed, the primitives-generated counter for
stream Index is assigned to the query object's result value. This value
can be queried by calling gl:getQueryObjectiv/2 with Pname
?GL_QUERY_RESULT. When Target is ?GL_PRIMITIVES_GENERATED
, Index must be less than the value of ?GL_MAX_VERTEX_STREAMS.
If Target is ?GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, Id
must be an unused name, or the name of an existing primitive query object
previously bound to the ?GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN query
binding. When gl:beginQueryIndexed is executed, the query object's
primitives-written counter for the stream specified by Index is reset
to 0. Subsequent rendering will increment the counter once for every vertex
that is written into the bound transform feedback buffer(s) for stream
Index . If transform feedback mode is not activated between the call to
gl:beginQueryIndexed and gl:endQueryIndexed, the counter will
not be incremented. When gl:endQueryIndexed is executed, the
primitives-written counter for stream Index is assigned to the query
object's result value. This value can be queried by calling
gl:getQueryObjectiv/2 with Pname ?GL_QUERY_RESULT. When
Target is ?GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN ,
Index must be less than the value of ?GL_MAX_VERTEX_STREAMS.
If Target is ?GL_TIME_ELAPSED, Id must be an unused name,
or the name of an existing timer query object previously bound to the
?GL_TIME_ELAPSED query binding. When gl:beginQueryIndexed is
executed, the query object's time counter is reset to 0. When
gl:endQueryIndexed is executed, the elapsed server time that has passed
since the call to gl:beginQueryIndexed is written into the query
object's time counter. This value can be queried by calling
gl:getQueryObjectiv/2 with Pname ?GL_QUERY_RESULT. When
Target is ?GL_TIME_ELAPSED, Index must be zero.
Querying the ?GL_QUERY_RESULT implicitly flushes the GL pipeline until
the rendering delimited by the query object has completed and the result is
available. ?GL_QUERY_RESULT_AVAILABLE can be queried to determine if
the result is immediately available or if the rendering is not yet complete.
See external documentation.
Types:
Target = enum()
Index = integer()
Pname = enum()
Return parameters of an indexed query object target
gl:getQueryIndexediv 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.
Pname names a specific query object target parameter. When Pname
is ?GL_CURRENT_QUERY , the name of the currently active query for the
specified Index of Target , or zero if no query is active, will
be placed in Params . If Pname is ?GL_QUERY_COUNTER_BITS
, the implementation-dependent number of bits used to hold the result of
queries for Target is returned in Params .
See external documentation.
Release resources consumed by the implementation's shader compiler
gl:releaseShaderCompiler 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.
See external documentation.
Types:
Shaders = [integer()]
Binaryformat = enum()
Binary = binary()
Load pre-compiled shader binaries
gl:shaderBinary 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.
The binary image contained in Binary will be decoded according to the
extension specification defining the specified BinaryFormat token.
OpenGL does not define any specific binary formats, but it does provide a
mechanism to obtain token vaues for such formats provided by such extensions.
Depending on the types of the shader objects in Shaders ,
gl:shaderBinary will individually load binary vertex or fragment
shaders, or load an executable binary that contains an optimized pair of
vertex and fragment shaders stored in the same binary.
See external documentation.
Types:
Shadertype = enum()
Precisiontype = enum()
Retrieve the range and precision for numeric formats supported by the shader
compiler
gl:getShaderPrecisionFormat retrieves the numeric range and precision for
the implementation's representation of quantities in different numeric formats
in specified shader type. ShaderType specifies the type of shader for
which the numeric precision and range is to be retrieved and must be one of
?GL_VERTEX_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.
Range points to an array of two integers into which the format's numeric
range will be returned. If min and max are the smallest values representable
in the format, then the values returned are defined to be: Range [0] =
floor(log2(|min|)) and Range [1] = floor(log2(|max|)).
Precision specifies the address of an integer into which will be written
the log2 value of the number of bits of precision of the format. If the
smallest representable value greater than 1 is 1 + eps, then the
integer addressed by Precision will contain floor(-log2(eps)).
See external documentation.
Types:
N = clamp()
F = clamp()
See depthRange/2
Types:
D = clamp()
glClearDepthf
See external documentation.
Types:
Program = integer()
BufSize = integer()
Return a binary representation of a program object's compiled and linked
executable source
gl:getProgramBinary 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 BufSize . 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.
The format of the program binary written into Binary is returned in the
variable whose address is given by BinaryFormat , and may be
implementation dependent. The binary produced by the GL may subsequently be
returned to the GL by calling gl:programBinary/3 , with
BinaryFormat and Length set to the values returned by
gl:getProgramBinary , and passing the returned binary data in the
Binary parameter.
See external documentation.
Types:
Program = integer()
BinaryFormat = enum()
Binary = binary()
Load a program object with a program binary
gl:programBinary 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:getProgramBinary/2 , and Length must be the length returned
by gl:getProgramBinary/2 , or by gl:getProgramiv/2 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.
A program object's program binary is replaced by calls to
gl:linkProgram/1 or gl:programBinary . When linking success or
failure is concerned, gl:programBinary can be considered to perform an
implicit linking operation. gl:linkProgram/1 and
gl:programBinary both set the program object's ?GL_LINK_STATUS
to ?GL_TRUE or ?GL_FALSE .
A successful call to gl:programBinary will reset all uniform variables to
their initial values. The initial value is either the value of the variable's
initializer as specified in the original shader source, or zero if no
initializer was present. Additionally, all vertex shader input and fragment
shader output assignments that were in effect when the program was linked
before saving are restored with gl:programBinary is called.
See external documentation.
Types:
Program = integer()
Pname = enum()
Value = integer()
Specify a parameter for a program object
gl:programParameter specifies a new value for the parameter nameed by
Pname for the program object Program .
If Pname is ?GL_PROGRAM_BINARY_RETRIEVABLE_HINT, Value
should be ?GL_FALSE or ?GL_TRUE to indicate to the
implementation the intention of the application to retrieve the program's
binary representation with gl:getProgramBinary/2 . The implementation
may use this information to store information that may be useful for a future
query of the program's binary. It is recommended to set
?GL_PROGRAM_BINARY_RETRIEVABLE_HINT for the program to ?GL_TRUE
before calling gl:linkProgram/1 , and using the program at run-time if
the binary is to be retrieved later.
If Pname is ?GL_PROGRAM_SEPARABLE, Value must be
?GL_TRUE or ?GL_FALSE and indicates whether Program can
be bound to individual pipeline stages via gl:useProgramStages/3 . A
program's ?GL_PROGRAM_SEPARABLE parameter must be set to
?GL_TRUE before gl:linkProgram/1 is called in order for
it to be usable with a program pipeline object. The initial state of
?GL_PROGRAM_SEPARABLE is ?GL_FALSE.
See external documentation.
Types:
Pipeline = integer()
Stages = integer()
Program = integer()
Bind stages of a program object to a program pipeline
gl:useProgramStages 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 program 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_VERTEX_SHADER_BIT,
?GL_TESS_CONTROL_SHADER_BIT, ?GL_TESS_EVALUATION_SHADER_BIT ,
?GL_GEOMETRY_SHADER_BIT, and ?GL_FRAGMENT_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 .
If Program refers to a program object with a valid shader attached for an
indicated shader stage, gl:useProgramStages installs the executable
code for that stage in the indicated program pipeline object Pipeline .
If Program is zero, or refers to a program object with no valid shader
executable for a given stage, it is as if the pipeline object has no
programmable stage configured for the indicated shader stages. If
Stages contains bits other than those listed above, and is not equal to
?GL_ALL_SHADER_BITS , an error is generated.
See external documentation.
Types:
Pipeline = integer()
Program = integer()
Set the active program object for a program pipeline object
gl:activeShaderProgram sets the linked program named by Program 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:uniform1f/2 when no program has been made current through a call to
gl:useProgram/1 .
See external documentation.
Types:
Type = enum()
Strings = [string()]
glCreateShaderProgramv
See external documentation.
Types:
Pipeline = integer()
Bind a program pipeline to the current context
gl:bindProgramPipeline 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.
When a program pipeline object is bound using gl:bindProgramPipeline, any
previous binding is broken and is replaced with a binding to the specified
pipeline object. If Pipeline is zero, the previous binding is broken
and is not replaced, leaving no pipeline object bound. If no current program
object has been established by gl:useProgram/1 , the program objects
used for each stage and for uniform updates are taken from the bound program
pipeline object, if any. If there is a current program object established by
gl:useProgram/1 , the bound program pipeline object has no effect on
rendering or uniform updates. When a bound program pipeline object is used for
rendering, individual shader executables are taken from its program objects.
See external documentation.
Types:
Pipelines = [integer()]
Delete program pipeline objects
gl:deleteProgramPipelines 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.
See external documentation.
Types:
N = integer()
Reserve program pipeline object names
gl:genProgramPipelines returns N previously unused program
pipeline object names in Pipelines . These names are marked as used,
for the purposes of gl:genProgramPipelines only, but they acquire
program pipeline state only when they are first bound.
See external documentation.
Types:
Pipeline = integer()
Determine if a name corresponds to a program pipeline object
gl:isProgramPipeline 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 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:bindProgramPipeline/1
, then the name is not a program pipeline object and
gl:isProgramPipeline returns ?GL_FALSE .
See external documentation.
Types:
Pipeline = integer()
Pname = enum()
Retrieve properties of a program pipeline object
gl:getProgramPipelineiv 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 .
If Pname is ?GL_ACTIVE_PROGRAM, the name of the active program
object of the program pipeline object is returned in Params .
If Pname is ?GL_VERTEX_SHADER, the name of the current program
object for the vertex shader type of the program pipeline object is returned
in Params .
If Pname is ?GL_TESS_CONTROL_SHADER, the name of the current
program object for the tessellation control shader type of the program
pipeline object is returned in Params .
If Pname is ?GL_TESS_EVALUATION_SHADER, the name of the current
program object for the tessellation evaluation shader type of the program
pipeline object is returned in Params .
If Pname is ?GL_GEOMETRY_SHADER, the name of the current program
object for the geometry shader type of the program pipeline object is returned
in Params .
If Pname is ?GL_FRAGMENT_SHADER, the name of the current program
object for the fragment shader type of the program pipeline object is returned
in Params .
If Pname is ?GL_INFO_LOG_LENGTH, the length of the info log,
including the null terminator, is returned in Params . If there is no
info log, zero is returned.
See external documentation.
Types:
Program = integer()
Location = integer()
V0 = integer()
Specify the value of a uniform variable for a specified program object
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 operates on the
program object specified by Program .
The commands gl:programUniform{1|2|3|4}{f|i|ui} are used to change the
value of the uniform variable specified by Location using the values
passed as arguments. The number specified in the command should match the
number of components in the data type of the specified uniform variable (e.g.,
1 for float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2,
bvec2, etc.). The suffix f indicates that floating-point values are
being passed; the suffix i indicates that integer values are being
passed; the suffix ui indicates that unsigned integer values are being
passed, and this type should also match the data type of the specified uniform
variable. The i variants of this function should be used to provide
values for uniform variables defined as int, ivec2 , ivec3, ivec4, or arrays
of these. The ui variants of this function should be used to provide
values for uniform variables defined as unsigned int, uvec2, uvec3, uvec4, or
arrays of these. The f variants should be used to provide values for
uniform variables of type float, vec2, vec3, vec4, or arrays of these. Either
the i, ui or f variants may be used to provide values for
uniform variables of type bool, bvec2 , bvec3, bvec4, or arrays of these. The
uniform variable will be set to false if the input value is 0 or 0.0f, and it
will be set to true otherwise.
All active uniform variables defined in a program object are initialized to 0
when the program object is linked successfully. They retain the values
assigned to them by a call to gl:programUniform until the next
successful link operation occurs on the program object, when they are once
again initialized to 0.
The commands gl:programUniform{1|2|3|4}{f|i|ui}v can be used to modify a
single uniform variable or a uniform variable array. These commands pass a
count and a pointer to the values to be loaded into a uniform variable or a
uniform variable array. A count of 1 should be used if modifying the value of
a single uniform variable, and a count of 1 or greater can be used to modify
an entire array or part of an array. When loading n elements starting
at an arbitrary position m in a uniform variable array, elements
m + n - 1 in the array will be replaced with the new values. If
M + N - 1 is larger than the size of the uniform variable array,
values for all array elements beyond the end of the array will be ignored. The
number specified in the name of the command indicates the number of components
for each element in Value , and it should match the number of
components in the data type of the specified uniform variable (e.g., 1
for float, int, bool; 2 for vec2, ivec2, bvec2, etc.). The data type
specified in the name of the command must match the data type for the
specified uniform variable as described previously for
gl:programUniform{1|2|3|4}{f|i|ui}.
For uniform variable arrays, each element of the array is considered to be of
the type indicated in the name of the command (e.g.,
gl:programUniform3f or gl:programUniform3fv can be used to load
a uniform variable array of type vec3). The number of elements of the uniform
variable array to be modified is specified by Count
The commands gl:programUniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are
used to modify a matrix or an array of matrices. The numbers in the command
name are interpreted as the dimensionality of the matrix. The number 2
indicates a 2 × 2 matrix (i.e., 4 values), the number 3 indicates
a 3 × 3 matrix (i.e., 9 values), and the number 4 indicates a 4
× 4 matrix (i.e., 16 values). Non-square matrix dimensionality is
explicit, with the first number representing the number of columns and the
second number representing the number of rows. For example, 2x4
indicates a 2 × 4 matrix with 2 columns and 4 rows (i.e., 8 values). If
Transpose is ?GL_FALSE, each matrix is assumed to be supplied in
column major order. If Transpose is ?GL_TRUE, each matrix is
assumed to be supplied in row major order. The Count argument indicates
the number of matrices to be passed. A count of 1 should be used if modifying
the value of a single matrix, and a count greater than 1 can be used to modify
an array of matrices.
See external documentation.
Types:
Program = integer()
Location = integer()
Value = [integer()]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
V0 = float()
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Value = [float()]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
V0 = float()
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Value = [float()]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
V0 = integer()
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Value = [integer()]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
V0 = integer()
V1 = integer()
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Value = [{integer(), integer()}]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
V0 = float()
V1 = float()
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Value = [{float(), float()}]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
V0 = float()
V1 = float()
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Value = [{float(), float()}]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
V0 = integer()
V1 = integer()
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Value = [{integer(), integer()}]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
V0 = integer()
V1 = integer()
V2 = integer()
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Value = [{integer(), integer(), integer()}]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
V0 = float()
V1 = float()
V2 = float()
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Value = [{float(), float(), float()}]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
V0 = float()
V1 = float()
V2 = float()
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Value = [{float(), float(), float()}]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
V0 = integer()
V1 = integer()
V2 = integer()
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Value = [{integer(), integer(), integer()}]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
V0 = integer()
V1 = integer()
V2 = integer()
V3 = integer()
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Value = [{integer(), integer(), integer(), integer()}]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
V0 = float()
V1 = float()
V2 = float()
V3 = float()
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Value = [{float(), float(), float(), float()}]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
V0 = float()
V1 = float()
V2 = float()
V3 = float()
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Value = [{float(), float(), float(), float()}]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
V0 = integer()
V1 = integer()
V2 = integer()
V3 = integer()
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Value = [{integer(), integer(), integer(), integer()}]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float()}]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float(), float(),
float(), float()}]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float(), float(),
float(), float(), float(), float(), float(), float(), float(), float(),
float()}]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float()}]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float(), float(),
float(), float()}]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float(), float(),
float(), float(), float(), float(), float(), float(), float(), float(),
float()}]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float()}]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float()}]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float(), float(),
float()}]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float(), float(),
float()}]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float(), float(),
float(), float(), float(), float(), float()}]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float(), float(),
float(), float(), float(), float(), float()}]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float()}]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float()}]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float(), float(),
float()}]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float(), float(),
float()}]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float(), float(),
float(), float(), float(), float(), float()}]
See programUniform1i/3
Types:
Program = integer()
Location = integer()
Transpose = 0 | 1
Value = [{float(), float(), float(), float(), float(), float(), float(),
float(), float(), float(), float(), float()}]
See programUniform1i/3
Types:
Pipeline = integer()
Validate a program pipeline object against current GL state
gl:validateProgramPipeline 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.
After a program pipeline has been validated, its validation status is set to
?GL_TRUE . The validation status of a program pipeline object may be
queried by calling gl:getProgramPipelineiv/2 with parameter
?GL_VALIDATE_STATUS.
If Pipeline is a name previously returned from a call to
gl:genProgramPipelines/1 but that has not yet been bound by a call to
gl:bindProgramPipeline/1 , a new program pipeline object is created
with name Pipeline and the default state vector.
See external documentation.
Types:
Pipeline = integer()
BufSize = integer()
Retrieve the info log string from a program pipeline object
gl:getProgramPipelineInfoLog 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.
The actual length of the info log for the program pipeline may be determined by
calling gl:getProgramPipelineiv/2 with Pname set to
?GL_INFO_LOG_LENGTH.
See external documentation.
Types:
Index = integer()
X = float()
glVertexAttribL
See external documentation.
Types:
Index = integer()
X = float()
Y = float()
glVertexAttribL
See external documentation.
Types:
Index = integer()
X = float()
Y = float()
Z = float()
glVertexAttribL
See external documentation.
Types:
Index = integer()
X = float()
Y = float()
Z = float()
W = float()
glVertexAttribL
See external documentation.
Types:
V = {X::float()}
Equivalent to vertexAttribL1d(Index, X).
Types:
V = {X::float(), Y::float()}
Equivalent to vertexAttribL2d(Index, X, Y).
Types:
V = {X::float(), Y::float(), Z::float()}
Equivalent to vertexAttribL3d(Index, X, Y, Z).
Types:
V = {X::float(), Y::float(), Z::float(),
W::float()}
Equivalent to vertexAttribL4d(Index, X, Y, Z, W).
Types:
Index = integer()
Size = integer()
Type = enum()
Stride = integer()
Pointer = offset() | mem()
glVertexAttribLPointer
See external documentation.
Types:
Index = integer()
Pname = enum()
glGetVertexAttribL
See external documentation.
Types:
First = integer()
V = [{float(), float(), float(), float()}]
glViewportArrayv
See external documentation.
Types:
Index = integer()
X = float()
Y = float()
W = float()
H = float()
Set a specified viewport
gl:viewportIndexedf and gl:viewportIndexedfv 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, X , Y
, W , and H specify the left, bottom, width and height of the
viewport in pixels, respectively. For gl:viewportIndexedfv, 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 viewport, respectively. The viewport
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 coordinates (x w y w) are computed as follows:
x w=(x nd+1) (width/2)+x
y w=(y nd+1) (height/2)+y
The location of the viewport's bottom left corner, given by ( x, y) is clamped
to be within the implementaiton-dependent viewport bounds range. The viewport
bounds range [ min, max] can be determined by calling gl:getBooleanv/1
with argument ?GL_VIEWPORT_BOUNDS_RANGE . Viewport width and height are
silently clamped to a range that depends on the implementation. To query this
range, call gl:getBooleanv/1 with argument
?GL_MAX_VIEWPORT_DIMS.
The precision with which the GL interprets the floating point viewport bounds is
implementation-dependent and may be determined by querying the
impementation-defined constant ?GL_VIEWPORT_SUBPIXEL_BITS .
Calling gl:viewportIndexedfv is equivalent to calling see
glViewportArray with First set to Index , Count
set to 1 and V passsed directly. gl:viewportIndexedf is
equivalent to: void glViewportIndexedf(GLuint index, GLfloat x, GLfloat y,
GLfloat w, GLfloat h) { const float v[4] = { x, y, w, h };
glViewportArrayv(index, 1, v); }
See external documentation.
Types:
Index = integer()
V = {float(), float(), float(), float()}
See viewportIndexedf/5
Types:
First = integer()
V = [{integer(), integer(), integer(), integer()}]
glScissorArrayv
See external documentation.
Types:
Index = integer()
Left = integer()
Bottom = integer()
Width = integer()
Height = integer()
glScissorIndexe
See external documentation.
Types:
Index = integer()
V = {integer(), integer(), integer(), integer()}
glScissorIndexe
See external documentation.
Types:
First = integer()
V = [{clamp(), clamp()}]
glDepthRangeArrayv
See external documentation.
Types:
Index = integer()
N = clamp()
F = clamp()
glDepthRangeIndexe
See external documentation.
Types:
Target = enum()
Index = integer()
See getBooleanv/1
Types:
Target = enum()
Index = integer()
See getBooleanv/1
Types:
Source = enum()
Type = enum()
Severity = enum()
Ids = [integer()]
Enabled = 0 | 1
glDebugMessageControlARB
See external documentation.
Types:
Source = enum()
Type = enum()
Id = integer()
Severity = enum()
Buf = string()
glDebugMessageInsertARB
See external documentation.
Types:
Count = integer()
Bufsize = integer()
glGetDebugMessageLogARB
See external documentation.
glGetGraphicsResetStatusARB
See external documentation.
Types:
Mode = enum()
First = integer()
Count = integer()
Primcount = integer()
Baseinstance = integer()
Draw multiple instances of a range of elements with offset applied to instanced
attributes
gl:drawArraysInstancedBaseInstance behaves identically to
gl:drawArrays/3 except that Primcount 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 .
gl:drawArraysInstancedBaseInstance has the same effect as: if ( mode or
count is invalid ) generate appropriate error else { for (int i = 0; i <
primcount ; i++) { instanceID = i; glDrawArrays(mode, first, count); }
instanceID = 0; }
Specific vertex attributes may be classified as instanced through the use
of gl:vertexAttribDivisor/2 . Instanced vertex attributes supply
per-instance vertex data to the vertex shader. The index of the vertex fetched
from the enabled instanced vertex attribute arrays is calculated as: |gl_
InstanceID/divisor|+ baseInstance. Note that Baseinstance does
not affect the shader-visible value of ?gl_InstanceID.
See external documentation.
Types:
Mode = enum()
Count = integer()
Type = enum()
Indices = offset() | mem()
Primcount = integer()
Baseinstance = integer()
Draw multiple instances of a set of elements with offset applied to instanced
attributes
gl:drawElementsInstancedBaseInstance behaves identically to
gl:drawElements/4 except that Primcount instances of the set 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 .
gl:drawElementsInstancedBaseInstance has the same effect as: if (mode,
count, or type is invalid ) generate appropriate error else { for (int i = 0;
i < primcount ; i++) { instanceID = i; glDrawElements(mode, count, type,
indices); } instanceID = 0; }
Specific vertex attributes may be classified as instanced through the use
of gl:vertexAttribDivisor/2 . Instanced vertex attributes supply
per-instance vertex data to the vertex shader. The index of the vertex fetched
from the enabled instanced vertex attribute arrays is calculated as |gl_
InstanceID/divisor|+ baseInstance. Note that Baseinstance does
not affect the shader-visible value of ?gl_InstanceID.
See external documentation.
Types:
Mode = enum()
Count = integer()
Type = enum()
Indices = offset() | mem()
Primcount = integer()
Basevertex = integer()
Baseinstance = integer()
Render multiple instances of a set of primitives from array data with a
per-element offset
gl:drawElementsInstancedBaseVertexBaseInstance behaves identically 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. The Basevertex has no effect on the shader-visible value of
?gl_VertexID.
Specific vertex attributes may be classified as instanced through the use
of gl:vertexAttribDivisor/2 . Instanced vertex attributes supply
per-instance vertex data to the vertex shader. The index of the vertex fetched
from the enabled instanced vertex attribute arrays is calculated as |gl_
InstanceID/divisor|+ baseInstance. Note that Baseinstance does
not affect the shader-visible value of ?gl_InstanceID.
See external documentation.
Types:
Mode = enum()
Id = integer()
Primcount = integer()
glDrawTransformFeedbackInstance
See external documentation.
Types:
Mode = enum()
Id = integer()
Stream = integer()
Primcount = integer()
glDrawTransformFeedbackStreamInstance
See external documentation.
Types:
Target = enum()
Internalformat = enum()
Pname = enum()
BufSize = integer()
glGetInternalformat
See external documentation.
Types:
Unit = integer()
Texture = integer()
Level = integer()
Layered = 0 | 1
Layer = integer()
Access = enum()
Format = enum()
Bind a level of a texture to an image unit
gl:bindImageTexture 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 Texture 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.
If Texture is the name of a one-, two-, or three-dimensional array
texture, a cube map or cube map array texture, or a two-dimensional
multisample array texture, then it is possible to bind either the entire
array, or only a single layer of the array to the image unit. In such cases,
if Layered is ?GL_TRUE, the entire array is attached to the
image unit and Layer is ignored. However, if Layered is
?GL_FALSE then Layer specifies the layer of the array to attach
to the image unit.
Access specifies the access types to be performed by shaders and may be
set to ?GL_READ_ONLY , ?GL_WRITE_ONLY, or ?GL_READ_WRITE
to indicate read-only, write-only or read-write access, respectively.
Violation of the access type specified in Access (for example, if a
shader writes to an image bound with Access set to ?GL_READ_ONLY
) will lead to undefined results, possibly including program termination.
Format specifies the format that is to be used when performing formatted
stores into the image from shaders. Format must be compatible with the
texture's internal format and must be one of the formats listed in the
following table. Image Unit FormatFormat Qualifier
?GL_RGBA32Frgba32f
?GL_RGBA16F rgba16f
?GL_RG32Frg32f
?GL_RG16F rg16f
?GL_R11F_G11F_B10Fr11f_g11f_b10f
?GL_R32Fr32f
?GL_R16Fr16f
?GL_RGBA32UIrgba32ui
?GL_RGBA16UI rgba16ui
?GL_RGB10_A2UIrgb10_a2ui
?GL_RGBA8UI rgba8ui
?GL_RG32UIrg32ui
?GL_RG16UI rg16ui
?GL_RG8UIrg8ui
?GL_R32UI r32ui
?GL_R16UIr16ui
?GL_R8UI r8ui
?GL_RGBA32Irgba32i
?GL_RGBA16I rgba16i
?GL_RGBA8Irgba8i
?GL_RG32I rg32i
?GL_RG16Irg16i
?GL_RG8I rg8i
?GL_R32Ir32i
?GL_R16I r16i
?GL_R8Ir8i
?GL_RGBA16 rgba16
?GL_RGB10_A2rgb10_a2
?GL_RGBA8 rgba8
?GL_RG16rg16
?GL_RG8 rg8
?GL_R16r16
?GL_R8 r8
?GL_RGBA16_SNORMrgba16_snorm
?GL_RGBA8_SNORM rgba8_snorm
?GL_RG16_SNORMrg16_snorm
?GL_RG8_SNORMrg8_snorm
?GL_R16_SNORMr16_snorm
?GL_R8_SNORMr8_snorm
When a texture is bound to an image unit, the Format parameter for the
image unit need not exactly match the texture internal format as long as the
formats are considered compatible as defined in the OpenGL Specification. The
matching criterion used for a given texture may be determined by calling
gl:getTexParameterfv/2 with Value set to
?GL_IMAGE_FORMAT_COMPATIBILITY_TYPE, with return values of
?GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE and
?GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS, specifying matches by size and
class, respectively.
See external documentation.
Types:
Barriers = integer()
Defines a barrier ordering memory transactions
gl:memoryBarrier defines a barrier ordering the memory transactions
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 Barriers are
as follows:
?GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT: If set, vertex data sourced from
buffer objects after the barrier will reflect data written by shaders prior to
the barrier. The set of buffer objects affected by this bit is derived from
the buffer object bindings used for generic vertex attributes derived from the
?GL_VERTEX_ATTRIB_ARRAY_BUFFER bindings.
?GL_ELEMENT_ARRAY_BARRIER_BIT: If set, vertex array indices sourced from
buffer objects after the barrier will reflect data written by shaders prior to
the barrier. The buffer objects affected by this bit are derived from the
?GL_ELEMENT_ARRAY_BUFFER binding.
?GL_UNIFORM_BARRIER_BIT: Shader uniforms sourced from buffer objects
after the barrier will reflect data written by shaders prior to the barrier.
?GL_TEXTURE_FETCH_BARRIER_BIT: Texture fetches from shaders, including
fetches from buffer object memory via buffer textures, after the barrier will
reflect data written by shaders prior to the barrier.
?GL_SHADER_IMAGE_ACCESS_BARRIER_BIT: Memory accesses using shader image
load, store, and atomic built-in functions issued after the barrier will
reflect data written by shaders prior to the barrier. Additionally, image
stores and atomics issued after the barrier will not execute until all memory
accesses (e.g., loads, stores, texture fetches, vertex fetches) initiated
prior to the barrier complete.
?GL_COMMAND_BARRIER_BIT: Command data sourced from buffer objects by
Draw*Indirect commands after the barrier will reflect data written by shaders
prior to the barrier. The buffer objects affected by this bit are derived from
the ?GL_DRAW_INDIRECT_BUFFER binding.
?GL_PIXEL_BUFFER_BARRIER_BIT: Reads and writes of buffer objects via the
?GL_PIXEL_PACK_BUFFER and ?GL_PIXEL_UNPACK_BUFFER bindings (via
gl:readPixels/7 , gl:texSubImage1D/7 , etc.) after the barrier
will reflect data written by shaders prior to the barrier. Additionally,
buffer object writes issued after the barrier will wait on the completion of
all shader writes initiated prior to the barrier.
?GL_TEXTURE_UPDATE_BARRIER_BIT: Writes to a texture via
gl:tex(Sub)Image*, gl:copyTex(Sub)Image* ,
gl:compressedTex(Sub)Image*, and reads via gl:getTexImage/5
after the barrier will reflect data written by shaders prior to the barrier.
Additionally, texture writes from these commands issued after the barrier will
not execute until all shader writes initiated prior to the barrier complete.
?GL_BUFFER_UPDATE_BARRIER_BIT: Reads or writes via
gl:bufferSubData/4 , gl:copyBufferSubData/5 , or
gl:getBufferSubData/4 , or to buffer object memory mapped by see
glMapBuffer or see glMapBufferRange after the barrier will
reflect data written by shaders prior to the barrier. Additionally, writes via
these commands issued after the barrier will wait on the completion of any
shader writes to the same memory initiated prior to the barrier.
?GL_FRAMEBUFFER_BARRIER_BIT: Reads and writes via framebuffer object
attachments after the barrier will reflect data written by shaders prior to
the barrier. Additionally, framebuffer writes issued after the barrier will
wait on the completion of all shader writes issued prior to the barrier.
?GL_TRANSFORM_FEEDBACK_BARRIER_BIT: Writes via transform feedback
bindings after the barrier will reflect data written by shaders prior to the
barrier. Additionally, transform feedback writes issued after the barrier will
wait on the completion of all shader writes issued prior to the barrier.
?GL_ATOMIC_COUNTER_BARRIER_BIT: Accesses to atomic counters after the
barrier will reflect writes prior to the barrier.
If Barriers is ?GL_ALL_BARRIER_BITS, shader memory accesses will
be synchronized relative to all the operations described above.
Implementations may cache buffer object and texture image memory that could be
written by shaders in multiple caches; for example, there may be separate
caches for texture, vertex fetching, and one or more caches for shader memory
accesses. Implementations are not required to keep these caches coherent with
shader memory writes. Stores issued by one invocation may not be immediately
observable by other pipeline stages or other shader invocations because the
value stored may remain in a cache local to the processor executing the store,
or because data overwritten by the store is still in a cache elsewhere in the
system. When gl:memoryBarrier is called, the GL flushes and/or
invalidates any caches relevant to the operations specified by the
Barriers parameter to ensure consistent ordering of operations across
the barrier.
To allow for independent shader invocations to communicate by reads and writes
to a common memory address, image variables in the OpenGL Shading Language may
be declared as "coherent". Buffer object or texture image memory
accessed through such variables may be cached only if caches are automatically
updated due to stores issued by any other shader invocation. If the same
address is accessed using both coherent and non-coherent variables, the
accesses using variables declared as coherent will observe the results stored
using coherent variables in other invocations. Using variables declared as
"coherent" guarantees only that the results of stores will be
immediately visible to shader invocations using similarly-declared variables;
calling gl:memoryBarrier is required to ensure that the stores are
visible to other operations.
The following guidelines may be helpful in choosing when to use coherent memory
accesses and when to use barriers.
Data that are read-only or constant may be accessed without using coherent
variables or calling MemoryBarrier(). Updates to the read-only data via API
calls such as BufferSubData will invalidate shader caches implicitly as
required.
Data that are shared between shader invocations at a fine granularity (e.g.,
written by one invocation, consumed by another invocation) should use coherent
variables to read and write the shared data.
Data written by one shader invocation and consumed by other shader invocations
launched as a result of its execution ("dependent invocations")
should use coherent variables in the producing shader invocation and call
memoryBarrier() after the last write. The consuming shader invocation should
also use coherent variables.
Data written to image variables in one rendering pass and read by the shader in
a later pass need not use coherent variables or memoryBarrier(). Calling
MemoryBarrier() with the SHADER_IMAGE_ACCESS_BARRIER_BIT set in
Barriers between passes is necessary.
Data written by the shader in one rendering pass and read by another mechanism
(e.g., vertex or index buffer pulling) in a later pass need not use coherent
variables or memoryBarrier(). Calling gl:memoryBarrier with the
appropriate bits set in Barriers between passes is necessary.
See external documentation.
Types:
Target = enum()
Levels = integer()
Internalformat = enum()
Width = integer()
Simultaneously specify storage for all levels of a one-dimensional texture
gl:texStorage1D specifies the storage requirements for all levels of a
one-dimensional texture 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 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.
Calling gl:texStorage1D is equivalent, assuming no errors are generated,
to executing the following pseudo-code: for (i = 0; i < levels; i++) {
glTexImage1D(target, i, internalformat, width, 0, format, type, NULL); width =
max(1, (width / 2)); }
Since no texture data is actually provided, the values used in the pseudo-code
for Format and Type are irrelevant and may be considered to be
any values that are legal for the chosen Internalformat enumerant.
Internalformat must be one of the sized internal formats given in Table
1 below, one of the sized depth-component formats
?GL_DEPTH_COMPONENT32F , ?GL_DEPTH_COMPONENT24, or
?GL_DEPTH_COMPONENT16, or one of the combined depth-stencil formats,
?GL_DEPTH32F_STENCIL8, or ?GL_DEPTH24_STENCIL8. Upon success,
the value of ?GL_TEXTURE_IMMUTABLE_FORMAT becomes ?GL_TRUE. The
value of ?GL_TEXTURE_IMMUTABLE_FORMAT may be discovered by calling
gl:getTexParameterfv/2 with Pname set to
?GL_TEXTURE_IMMUTABLE_FORMAT. No further changes to the dimensions or
format of the texture object may be made. Using any command that might alter
the dimensions or format of the texture object (such as gl:texImage1D/8
or another call to gl:texStorage1D) will result in the generation of a
?GL_INVALID_OPERATION error, even if it would not, in fact, alter the
dimensions or format of the object.
See external documentation.
Types:
Target = enum()
Levels = integer()
Internalformat = enum()
Width = integer()
Height = integer()
Simultaneously specify storage for all levels of a two-dimensional or
one-dimensional array texture
gl:texStorage2D specifies 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 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.
The behavior of gl:texStorage2D depends on the Target parameter.
When Target is ?GL_TEXTURE_2D, ?GL_PROXY_TEXTURE_2D,
?GL_TEXTURE_RECTANGLE, ?GL_PROXY_TEXTURE_RECTANGLE or
?GL_PROXY_TEXTURE_CUBE_MAP, calling gl:texStorage2D is
equivalent, assuming no errors are generated, to executing the following
pseudo-code: for (i = 0; i < levels; i++) { glTexImage2D(target, i,
internalformat, width, height, 0, format, type, NULL); width = max(1, (width /
2)); height = max(1, (height / 2)); }
When Target is ?GL_TEXTURE_CUBE_MAP, gl:texStorage2D is
equivalent to: for (i = 0; i < levels; i++) { for (face in (+X, -X, +Y, -Y,
+Z, -Z)) { glTexImage2D(face, i, internalformat, width, height, 0, format,
type, NULL); } width = max(1, (width / 2)); height = max(1, (height / 2)); }
When Target is ?GL_TEXTURE_1D or ?GL_TEXTURE_1D_ARRAY,
gl:texStorage2D is equivalent to: for (i = 0; i < levels; i++) {
glTexImage2D(target, i, internalformat, width, height, 0, format, type, NULL);
width = max(1, (width / 2)); }
Since no texture data is actually provided, the values used in the pseudo-code
for Format and Type are irrelevant and may be considered to be
any values that are legal for the chosen Internalformat enumerant.
Internalformat must be one of the sized internal formats given in Table
1 below, one of the sized depth-component formats
?GL_DEPTH_COMPONENT32F , ?GL_DEPTH_COMPONENT24, or
?GL_DEPTH_COMPONENT16, or one of the combined depth-stencil formats,
?GL_DEPTH32F_STENCIL8, or ?GL_DEPTH24_STENCIL8. Upon success,
the value of ?GL_TEXTURE_IMMUTABLE_FORMAT becomes ?GL_TRUE. The
value of ?GL_TEXTURE_IMMUTABLE_FORMAT may be discovered by calling
gl:getTexParameterfv/2 with Pname set to
?GL_TEXTURE_IMMUTABLE_FORMAT. No further changes to the dimensions or
format of the texture object may be made. Using any command that might alter
the dimensions or format of the texture object (such as gl:texImage2D/9
or another call to gl:texStorage2D) will result in the generation of a
?GL_INVALID_OPERATION error, even if it would not, in fact, alter the
dimensions or format of the object.
See external documentation.
Types:
Target = enum()
Levels = integer()
Internalformat = enum()
Width = integer()
Height = integer()
Depth = integer()
Simultaneously specify storage for all levels of a three-dimensional,
two-dimensional array or cube-map array texture
gl:texStorage3D specifies the storage requirements for all levels of a
three-dimensional, two-dimensional array or cube-map array texture
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
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.
The behavior of gl:texStorage3D depends on the Target parameter.
When Target is ?GL_TEXTURE_3D, or ?GL_PROXY_TEXTURE_3D,
calling gl:texStorage3D is equivalent, assuming no errors are
generated, to executing the following pseudo-code: for (i = 0; i < levels;
i++) { glTexImage3D(target, i, internalformat, width, height, depth, 0,
format, type, NULL); width = max(1, (width / 2)); height = max(1, (height /
2)); depth = max(1, (depth / 2)); }
When Target is ?GL_TEXTURE_2D_ARRAY,
?GL_PROXY_TEXTURE_2D_ARRAY, ?GL_TEXTURE_CUBE_MAP_ARRAY , or
?GL_PROXY_TEXTURE_CUBE_MAP_ARRAY, gl:texStorage3D is equivalent
to: for (i = 0; i < levels; i++) { glTexImage3D(target, i, internalformat,
width, height, depth, 0, format, type, NULL); width = max(1, (width / 2));
height = max(1, (height / 2)); }
Since no texture data is actually provided, the values used in the pseudo-code
for Format and Type are irrelevant and may be considered to be
any values that are legal for the chosen Internalformat enumerant.
Internalformat must be one of the sized internal formats given in Table
1 below, one of the sized depth-component formats
?GL_DEPTH_COMPONENT32F , ?GL_DEPTH_COMPONENT24, or
?GL_DEPTH_COMPONENT16, or one of the combined depth-stencil formats,
?GL_DEPTH32F_STENCIL8, or ?GL_DEPTH24_STENCIL8. Upon success,
the value of ?GL_TEXTURE_IMMUTABLE_FORMAT becomes ?GL_TRUE. The
value of ?GL_TEXTURE_IMMUTABLE_FORMAT may be discovered by calling
gl:getTexParameterfv/2 with Pname set to
?GL_TEXTURE_IMMUTABLE_FORMAT. No further changes to the dimensions or
format of the texture object may be made. Using any command that might alter
the dimensions or format of the texture object (such as
gl:texImage3D/10 or another call to gl:texStorage3D) will result
in the generation of a ?GL_INVALID_OPERATION error, even if it would
not, in fact, alter the dimensions or format of the object.
See external documentation.
Types:
Zmin = clamp()
Zmax = clamp()
glDepthBoundsEXT
See external documentation.
Types:
StencilTagBits = integer()
StencilClearTag = integer()
glStencilClearTagEXT
See external documentation.
AUTHORS¶
wx 0.99.2 |