最終更新:2014-05-06 (火) 09:07:37 (1938d)  

gl.h はてなブックマークを見る
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関数

  • glAccum?(GLenum op,GLfloat value);
  • glAlphaFunc?(GLenum func,GLclampf ref);
  • glAreTexturesResident?(GLsizei n,const GLuint *textures,GLboolean *residences);
  • glArrayElement?(GLint i);
  • glBegin(GLenum mode);
  • glBindTexture?(GLenum target,GLuint texture);
  • glBitmap?(GLsizei width,GLsizei height,GLfloat xorig,GLfloat yorig,GLfloat xmove,GLfloat ymove,const GLubyte *bitmap);
  • glBlendFunc?(GLenum sfactor,GLenum dfactor);
  • glCallList?(GLuint list);
  • glCallLists?(GLsizei n,GLenum type,const GLvoid *lists);
  • glClear?(GLbitfield mask);
  • glClearAccum?(GLfloat red,GLfloat green,GLfloat blue,GLfloat alpha);
  • glClearColor?(GLclampf red,GLclampf green,GLclampf blue,GLclampf alpha);
  • glClearDepth?(GLclampd depth);
  • glClearIndex?(GLfloat c);
  • glClearStencil?(GLint s);
  • glClipPlane?(GLenum plane,const GLdouble *equation);
  • glColor3b?(GLbyte red,GLbyte green,GLbyte blue);
  • glColor3bv?(const GLbyte *v);
  • glColor3d?(GLdouble red,GLdouble green,GLdouble blue);
  • glColor3dv?(const GLdouble *v);
  • glColor3f?(GLfloat red,GLfloat green,GLfloat blue);
  • glColor3fv?(const GLfloat *v);
  • glColor3i?(GLint red,GLint green,GLint blue);
  • glColor3iv?(const GLint *v);
  • glColor3s?(GLshort red,GLshort green,GLshort blue);
  • glColor3sv?(const GLshort *v);
  • glColor3ub?(GLubyte red,GLubyte green,GLubyte blue);
  • glColor3ubv?(const GLubyte *v);
  • glColor3ui?(GLuint red,GLuint green,GLuint blue);
  • glColor3uiv?(const GLuint *v);
  • glColor3us?(GLushort red,GLushort green,GLushort blue);
  • glColor3usv?(const GLushort *v);
  • glColor4b?(GLbyte red,GLbyte green,GLbyte blue,GLbyte alpha);
  • glColor4bv?(const GLbyte *v);
  • glColor4d?(GLdouble red,GLdouble green,GLdouble blue,GLdouble alpha);
  • glColor4dv?(const GLdouble *v);
  • glColor4f(GLfloat red,GLfloat green,GLfloat blue,GLfloat alpha);
  • glColor4fv?(const GLfloat *v);
  • glColor4i?(GLint red,GLint green,GLint blue,GLint alpha);
  • glColor4iv?(const GLint *v);
  • glColor4s?(GLshort red,GLshort green,GLshort blue,GLshort alpha);
  • glColor4sv?(const GLshort *v);
  • glColor4ub?(GLubyte red,GLubyte green,GLubyte blue,GLubyte alpha);
  • glColor4ubv?(const GLubyte *v);
  • glColor4ui?(GLuint red,GLuint green,GLuint blue,GLuint alpha);
  • glColor4uiv?(const GLuint *v);
  • glColor4us?(GLushort red,GLushort green,GLushort blue,GLushort alpha);
  • glColor4usv?(const GLushort *v);
  • glColorMask?(GLboolean red,GLboolean green,GLboolean blue,GLboolean alpha);
  • glColorMaterial?(GLenum face,GLenum mode);
  • glColorPointer?(GLint size,GLenum type,GLsizei stride,const GLvoid *pointer);
  • glCopyPixels?(GLint x,GLint y,GLsizei width,GLsizei height,GLenum type);
  • glCopyTexImage1D?(GLenum target,GLint level,GLenum internalFormat,GLint x,GLint y,GLsizei width,GLint border);
  • glCopyTexImage2D?(GLenum target,GLint level,GLenum internalFormat,GLint x,GLint y,GLsizei width,GLsizei height,GLint border);
  • glCopyTexSubImage1D?(GLenum target,GLint level,GLint xoffset,GLint x,GLint y,GLsizei width);
  • glCopyTexSubImage2D?(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint x,GLint y,GLsizei width,GLsizei height);
  • glCullFace?(GLenum mode);
  • glDeleteLists?(GLuint list,GLsizei range);
  • glDeleteTextures?(GLsizei n,const GLuint *textures);
  • glDepthFunc?(GLenum func);
  • glDepthMask?(GLboolean flag);
  • glDepthRange?(GLclampd zNear,GLclampd zFar);
  • glDisable?(GLenum cap);
  • glDisableClientState?(GLenum array);
  • glDrawArrays(GLenum mode,GLint first,GLsizei count);
  • glDrawBuffer?(GLenum mode);
  • glDrawElements(GLenum mode,GLsizei count,GLenum type,const GLvoid *indices);
  • glDrawPixels?(GLsizei width,GLsizei height,GLenum format,GLenum type,const GLvoid *pixels);
  • glEdgeFlag?(GLboolean flag);
  • glEdgeFlagPointer?(GLsizei stride,const GLvoid *pointer);
  • glEdgeFlagv?(const GLboolean *flag);
  • glEnable?(GLenum cap);
  • glEnableClientState?(GLenum array);
  • glEnd?(void);
  • glEndList?(void);
  • glEvalCoord1d?(GLdouble u);
  • glEvalCoord1dv?(const GLdouble *u);
  • glEvalCoord1f?(GLfloat u);
  • glEvalCoord1fv?(const GLfloat *u);
  • glEvalCoord2d?(GLdouble u,GLdouble v);
  • glEvalCoord2dv?(const GLdouble *u);
  • glEvalCoord2f?(GLfloat u,GLfloat v);
  • glEvalCoord2fv?(const GLfloat *u);
  • glEvalMesh1?(GLenum mode,GLint i1,GLint i2);
  • glEvalMesh2?(GLenum mode,GLint i1,GLint i2,GLint j1,GLint j2);
  • glEvalPoint1?(GLint i);
  • glEvalPoint2?(GLint i,GLint j);
  • glFeedbackBuffer?(GLsizei size,GLenum type,GLfloat *buffer);
  • glFinish?(void);
  • glFlush?(void);
  • glFogf?(GLenum pname,GLfloat param);
  • glFogfv?(GLenum pname,const GLfloat *params);
  • glFogi?(GLenum pname,GLint param);
  • glFogiv?(GLenum pname,const GLint *params);
  • glFrontFace?(GLenum mode);
  • glFrustum?(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top,GLdouble zNear,GLdouble zFar);
  • glGenLists?(GLsizei range);
  • glGenTextures(GLsizei n,GLuint *textures);
  • glGetBooleanv?(GLenum pname,GLboolean *params);
  • glGetClipPlane?(GLenum plane,GLdouble *equation);
  • glGetDoublev?(GLenum pname,GLdouble *params);
  • glGetError?(void);
  • glGetFloatv?(GLenum pname,GLfloat *params);
  • glGetIntegerv?(GLenum pname,GLint *params);
  • glGetLightfv?(GLenum light,GLenum pname,GLfloat *params);
  • glGetLightiv?(GLenum light,GLenum pname,GLint *params);
  • glGetMapdv?(GLenum target,GLenum query,GLdouble *v);
  • glGetMapfv?(GLenum target,GLenum query,GLfloat *v);
  • glGetMapiv?(GLenum target,GLenum query,GLint *v);
  • glGetMaterialfv?(GLenum face,GLenum pname,GLfloat *params);
  • glGetMaterialiv?(GLenum face,GLenum pname,GLint *params);
  • glGetPixelMapfv?(GLenum map,GLfloat *values);
  • glGetPixelMapuiv?(GLenum map,GLuint *values);
  • glGetPixelMapusv?(GLenum map,GLushort *values);
  • glGetPointerv?(GLenum pname,GLvoid **params);
  • glGetPolygonStipple?(GLubyte *mask);
  • glGetString(GLenum name);
  • glGetTexEnvfv?(GLenum target,GLenum pname,GLfloat *params);
  • glGetTexEnviv?(GLenum target,GLenum pname,GLint *params);
  • glGetTexGendv?(GLenum coord,GLenum pname,GLdouble *params);
  • glGetTexGenfv?(GLenum coord,GLenum pname,GLfloat *params);
  • glGetTexGeniv?(GLenum coord,GLenum pname,GLint *params);
  • glGetTexImage?(GLenum target,GLint level,GLenum format,GLenum type,GLvoid *pixels);
  • glGetTexLevelParameterfv?(GLenum target,GLint level,GLenum pname,GLfloat *params);
  • glGetTexLevelParameteriv?(GLenum target,GLint level,GLenum pname,GLint *params);
  • glGetTexParameterfv?(GLenum target,GLenum pname,GLfloat *params);
  • glGetTexParameteriv?(GLenum target,GLenum pname,GLint *params);
  • glHint?(GLenum target,GLenum mode);
  • glIndexMask?(GLuint mask);
  • glIndexPointer?(GLenum type,GLsizei stride,const GLvoid *pointer);
  • glIndexd?(GLdouble c);
  • glIndexdv?(const GLdouble *c);
  • glIndexf?(GLfloat c);
  • glIndexfv?(const GLfloat *c);
  • glIndexi?(GLint c);
  • glIndexiv?(const GLint *c);
  • glIndexs?(GLshort c);
  • glIndexsv?(const GLshort *c);
  • glIndexub?(GLubyte c);
  • glIndexubv?(const GLubyte *c);
  • glInitNames?(void);
  • glInterleavedArrays?(GLenum format,GLsizei stride,const GLvoid *pointer);
  • glIsEnabled?(GLenum cap);
  • glIsList?(GLuint list);
  • glIsTexture?(GLuint texture);
  • glLightModelf?(GLenum pname,GLfloat param);
  • glLightModelfv?(GLenum pname,const GLfloat *params);
  • glLightModeli?(GLenum pname,GLint param);
  • glLightModeliv?(GLenum pname,const GLint *params);
  • glLightf?(GLenum light,GLenum pname,GLfloat param);
  • glLightfv?(GLenum light,GLenum pname,const GLfloat *params);
  • glLighti?(GLenum light,GLenum pname,GLint param);
  • glLightiv?(GLenum light,GLenum pname,const GLint *params);
  • glLineStipple?(GLint factor,GLushort pattern);
  • glLineWidth?(GLfloat width);
  • glListBase?(GLuint base);
  • glLoadIdentity?(void);
  • glLoadMatrixd?(const GLdouble *m);
  • glLoadMatrixf?(const GLfloat *m);
  • glLoadName?(GLuint name);
  • glLogicOp?(GLenum opcode);
  • glMap1d?(GLenum target,GLdouble u1,GLdouble u2,GLint stride,GLint order,const GLdouble *points);
  • glMap1f?(GLenum target,GLfloat u1,GLfloat u2,GLint stride,GLint order,const GLfloat *points);
  • glMap2d?(GLenum target,GLdouble u1,GLdouble u2,GLint ustride,GLint uorder,GLdouble v1,GLdouble v2,GLint vstride,GLint vorder,const GLdouble *points);
  • glMap2f?(GLenum target,GLfloat u1,GLfloat u2,GLint ustride,GLint uorder,GLfloat v1,GLfloat v2,GLint vstride,GLint vorder,const GLfloat *points);
  • glMapGrid1d?(GLint un,GLdouble u1,GLdouble u2);
  • glMapGrid1f?(GLint un,GLfloat u1,GLfloat u2);
  • glMapGrid2d?(GLint un,GLdouble u1,GLdouble u2,GLint vn,GLdouble v1,GLdouble v2);
  • glMapGrid2f?(GLint un,GLfloat u1,GLfloat u2,GLint vn,GLfloat v1,GLfloat v2);
  • glMaterialf?(GLenum face,GLenum pname,GLfloat param);
  • glMaterialfv?(GLenum face,GLenum pname,const GLfloat *params);
  • glMateriali?(GLenum face,GLenum pname,GLint param);
  • glMaterialiv?(GLenum face,GLenum pname,const GLint *params);
  • glMatrixMode?(GLenum mode);
  • glMultMatrixd?(const GLdouble *m);
  • glMultMatrixf?(const GLfloat *m);
  • glNewList?(GLuint list,GLenum mode);
  • glNormal3b?(GLbyte nx,GLbyte ny,GLbyte nz);
  • glNormal3bv?(const GLbyte *v);
  • glNormal3d?(GLdouble nx,GLdouble ny,GLdouble nz);
  • glNormal3dv?(const GLdouble *v);
  • glNormal3f?(GLfloat nx,GLfloat ny,GLfloat nz);
  • glNormal3fv?(const GLfloat *v);
  • glNormal3i?(GLint nx,GLint ny,GLint nz);
  • glNormal3iv?(const GLint *v);
  • glNormal3s?(GLshort nx,GLshort ny,GLshort nz);
  • glNormal3sv?(const GLshort *v);
  • glNormalPointer?(GLenum type,GLsizei stride,const GLvoid *pointer);
  • glOrtho?(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top,GLdouble zNear,GLdouble zFar);
  • glPassThrough?(GLfloat token);
  • glPixelMapfv?(GLenum map,GLsizei mapsize,const GLfloat *values);
  • glPixelMapuiv?(GLenum map,GLsizei mapsize,const GLuint *values);
  • glPixelMapusv?(GLenum map,GLsizei mapsize,const GLushort *values);
  • glPixelStoref?(GLenum pname,GLfloat param);
  • glPixelStorei?(GLenum pname,GLint param);
  • glPixelTransferf?(GLenum pname,GLfloat param);
  • glPixelTransferi?(GLenum pname,GLint param);
  • glPixelZoom?(GLfloat xfactor,GLfloat yfactor);
  • glPointSize?(GLfloat size);
  • glPolygonMode?(GLenum face,GLenum mode);
  • glPolygonOffset?(GLfloat factor,GLfloat units);
  • glPolygonStipple?(const GLubyte *mask);
  • glPopAttrib?(void);
  • glPopClientAttrib?(void);
  • glPopMatrix?(void);
  • glPopName?(void);
  • glPrioritizeTextures?(GLsizei n,const GLuint *textures,const GLclampf *priorities);
  • glPushAttrib?(GLbitfield mask);
  • glPushClientAttrib?(GLbitfield mask);
  • glPushMatrix?(void);
  • glPushName?(GLuint name);
  • glRasterPos2d?(GLdouble x,GLdouble y);
  • glRasterPos2dv?(const GLdouble *v);
  • glRasterPos2f?(GLfloat x,GLfloat y);
  • glRasterPos2fv?(const GLfloat *v);
  • glRasterPos2i?(GLint x,GLint y);
  • glRasterPos2iv?(const GLint *v);
  • glRasterPos2s?(GLshort x,GLshort y);
  • glRasterPos2sv?(const GLshort *v);
  • glRasterPos3d?(GLdouble x,GLdouble y,GLdouble z);
  • glRasterPos3dv?(const GLdouble *v);
  • glRasterPos3f?(GLfloat x,GLfloat y,GLfloat z);
  • glRasterPos3fv?(const GLfloat *v);
  • glRasterPos3i?(GLint x,GLint y,GLint z);
  • glRasterPos3iv?(const GLint *v);
  • glRasterPos3s?(GLshort x,GLshort y,GLshort z);
  • glRasterPos3sv?(const GLshort *v);
  • glRasterPos4d?(GLdouble x,GLdouble y,GLdouble z,GLdouble w);
  • glRasterPos4dv?(const GLdouble *v);
  • glRasterPos4f?(GLfloat x,GLfloat y,GLfloat z,GLfloat w);
  • glRasterPos4fv?(const GLfloat *v);
  • glRasterPos4i?(GLint x,GLint y,GLint z,GLint w);
  • glRasterPos4iv?(const GLint *v);
  • glRasterPos4s?(GLshort x,GLshort y,GLshort z,GLshort w);
  • glRasterPos4sv?(const GLshort *v);
  • glReadBuffer?(GLenum mode);
  • glReadPixels?(GLint x,GLint y,GLsizei width,GLsizei height,GLenum format,GLenum type,GLvoid *pixels);
  • glRectd?(GLdouble x1,GLdouble y1,GLdouble x2,GLdouble y2);
  • glRectdv?(const GLdouble *v1,const GLdouble *v2);
  • glRectf?(GLfloat x1,GLfloat y1,GLfloat x2,GLfloat y2);
  • glRectfv?(const GLfloat *v1,const GLfloat *v2);
  • glRecti?(GLint x1,GLint y1,GLint x2,GLint y2);
  • glRectiv?(const GLint *v1,const GLint *v2);
  • glRects?(GLshort x1,GLshort y1,GLshort x2,GLshort y2);
  • glRectsv?(const GLshort *v1,const GLshort *v2);
  • glRenderMode?(GLenum mode);
  • glRotated?(GLdouble angle,GLdouble x,GLdouble y,GLdouble z);
  • glRotatef?(GLfloat angle,GLfloat x,GLfloat y,GLfloat z);
  • glScaled?(GLdouble x,GLdouble y,GLdouble z);
  • glScalef?(GLfloat x,GLfloat y,GLfloat z);
  • glScissor?(GLint x,GLint y,GLsizei width,GLsizei height);
  • glSelectBuffer?(GLsizei size,GLuint *buffer);
  • glShadeModel?(GLenum mode);
  • glStencilFunc?(GLenum func,GLint ref,GLuint mask);
  • glStencilMask?(GLuint mask);
  • glStencilOp?(GLenum fail,GLenum zfail,GLenum zpass);
  • glTexCoord1d?(GLdouble s);
  • glTexCoord1dv?(const GLdouble *v);
  • glTexCoord1f?(GLfloat s);
  • glTexCoord1fv?(const GLfloat *v);
  • glTexCoord1i?(GLint s);
  • glTexCoord1iv?(const GLint *v);
  • glTexCoord1s?(GLshort s);
  • glTexCoord1sv?(const GLshort *v);
  • glTexCoord2d?(GLdouble s,GLdouble t);
  • glTexCoord2dv?(const GLdouble *v);
  • glTexCoord2f?(GLfloat s,GLfloat t);
  • glTexCoord2fv?(const GLfloat *v);
  • glTexCoord2i?(GLint s,GLint t);
  • glTexCoord2iv?(const GLint *v);
  • glTexCoord2s?(GLshort s,GLshort t);
  • glTexCoord2sv?(const GLshort *v);
  • glTexCoord3d?(GLdouble s,GLdouble t,GLdouble r);
  • glTexCoord3dv?(const GLdouble *v);
  • glTexCoord3f?(GLfloat s,GLfloat t,GLfloat r);
  • glTexCoord3fv?(const GLfloat *v);
  • glTexCoord3i?(GLint s,GLint t,GLint r);
  • glTexCoord3iv?(const GLint *v);
  • glTexCoord3s?(GLshort s,GLshort t,GLshort r);
  • glTexCoord3sv?(const GLshort *v);
  • glTexCoord4d?(GLdouble s,GLdouble t,GLdouble r,GLdouble q);
  • glTexCoord4dv?(const GLdouble *v);
  • glTexCoord4f?(GLfloat s,GLfloat t,GLfloat r,GLfloat q);
  • glTexCoord4fv?(const GLfloat *v);
  • glTexCoord4i?(GLint s,GLint t,GLint r,GLint q);
  • glTexCoord4iv?(const GLint *v);
  • glTexCoord4s?(GLshort s,GLshort t,GLshort r,GLshort q);
  • glTexCoord4sv?(const GLshort *v);
  • glTexCoordPointer?(GLint size,GLenum type,GLsizei stride,const GLvoid *pointer);
  • glTexEnvf?(GLenum target,GLenum pname,GLfloat param);
  • glTexEnvfv?(GLenum target,GLenum pname,const GLfloat *params);
  • glTexEnvi?(GLenum target,GLenum pname,GLint param);
  • glTexEnviv?(GLenum target,GLenum pname,const GLint *params);
  • glTexGend?(GLenum coord,GLenum pname,GLdouble param);
  • glTexGendv?(GLenum coord,GLenum pname,const GLdouble *params);
  • glTexGenf?(GLenum coord,GLenum pname,GLfloat param);
  • glTexGenfv?(GLenum coord,GLenum pname,const GLfloat *params);
  • glTexGeni?(GLenum coord,GLenum pname,GLint param);
  • glTexGeniv?(GLenum coord,GLenum pname,const GLint *params);
  • glTexImage1D?(GLenum target,GLint level,GLint internalformat,GLsizei width,GLint border,GLenum format,GLenum type,const GLvoid *pixels);
  • glTexImage2D(GLenum target,GLint level,GLint internalformat,GLsizei width,GLsizei height,GLint border,GLenum format,GLenum type,const GLvoid *pixels);
  • glTexParameterf?(GLenum target,GLenum pname,GLfloat param);
  • glTexParameterfv?(GLenum target,GLenum pname,const GLfloat *params);
  • glTexParameteri?(GLenum target,GLenum pname,GLint param);
  • glTexParameteriv?(GLenum target,GLenum pname,const GLint *params);
  • glTexSubImage1D?(GLenum target,GLint level,GLint xoffset,GLsizei width,GLenum format,GLenum type,const GLvoid *pixels);
  • glTexSubImage2D?(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLsizei width,GLsizei height,GLenum format,GLenum type,const GLvoid *pixels);
  • glTranslated?(GLdouble x,GLdouble y,GLdouble z);
  • glTranslatef?(GLfloat x,GLfloat y,GLfloat z);
  • glVertex2d?(GLdouble x,GLdouble y);
  • glVertex2dv?(const GLdouble *v);
  • glVertex2f?(GLfloat x,GLfloat y);
  • glVertex2fv?(const GLfloat *v);
  • glVertex2i?(GLint x,GLint y);
  • glVertex2iv?(const GLint *v);
  • glVertex2s?(GLshort x,GLshort y);
  • glVertex2sv?(const GLshort *v);
  • glVertex3d?(GLdouble x,GLdouble y,GLdouble z);
  • glVertex3dv?(const GLdouble *v);
  • glVertex3f?(GLfloat x,GLfloat y,GLfloat z);
  • glVertex3fv?(const GLfloat *v);
  • glVertex3i?(GLint x,GLint y,GLint z);
  • glVertex3iv?(const GLint *v);
  • glVertex3s?(GLshort x,GLshort y,GLshort z);
  • glVertex3sv?(const GLshort *v);
  • glVertex4d?(GLdouble x,GLdouble y,GLdouble z,GLdouble w);
  • glVertex4dv?(const GLdouble *v);
  • glVertex4f?(GLfloat x,GLfloat y,GLfloat z,GLfloat w);
  • glVertex4fv?(const GLfloat *v);
  • glVertex4i?(GLint x,GLint y,GLint z,GLint w);
  • glVertex4iv?(const GLint *v);
  • glVertex4s?(GLshort x,GLshort y,GLshort z,GLshort w);
  • glVertex4sv?(const GLshort *v);
  • glVertexPointer(GLint size,GLenum type,GLsizei stride,const GLvoid *pointer);
  • glViewport?(GLint x,GLint y,GLsizei width,GLsizei height);