Main Page | Class Hierarchy | Compound List | File List | Compound Members | File Members | Related Pages

GL Member List

This is the complete list of members for GL, including all inherited members.
alphaFunc(GLenum func, GLclampf ref)GL
begin(GLenum mode)GL
blendEquation(GLenum mode)GL
blendEquation()GL
blendFunc(GLenum sfactor, GLenum dfactor)GL
clear(GLbitfield mask)GL
clearColor(GLfloat r, GLfloat g, GLfloat b)GL
clearColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a)GL
clearColor(Color c)GL
clearColor()GL
clearDepth(GLclampd depth)GL
clearDepth()GL
color(GLfloat r, GLfloat g, GLfloat b)GL
color(GLfloat r, GLfloat g, GLfloat b, GLfloat a)GL
color(Color c)GL
colorArray(Color *array, int stride)GL
colorFromData(ubyte *data, GLenum format, GLenum type)GL
colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)GL
colorMaskAlpha(GLboolean value)GL
colorMaskAlpha()GL
colorMaskBlue(GLboolean value)GL
colorMaskBlue()GL
colorMaskGreen(GLboolean value)GL
colorMaskGreen()GL
colorMaskRed(GLboolean value)GL
colorMaskRed()GL
colorToData(ubyte *data, GLenum format, GLenum type, Color color, Color background)GL
colorToData(ubyte *data, GLenum format, GLenum type, Color color)GL
cullFace(GLenum mode)GL
cullFace()GL
depthFunc(GLenum func)GL
depthFunc()GL
depthRange(GLclampd zNear, GLclampd zFar)GL
disable(GLenum cap)GL
disableAndGet(GLenum cap)GL
drawArrays(GLenum mode, GLint first, GLsizei count)GL
drawElements(GLenum mode, GLuint[] array)GL
enable(GLenum cap)GL
enableAndGet(GLenum cap)GL
end()GL
fogColor(GLfloat r, GLfloat g, GLfloat b)GL
fogColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a)GL
fogColor(Color c)GL
fogDensity(GLfloat value)GL
fogDistanceMode(GLenum mode)GL
fogDistanceMode()GL
fogEnd(GLfloat value)GL
fogEnd()GL
fogIndex(GLint value)GL
fogMode(GLenum mode)GL
fogStart(GLfloat value)GL
fogStart()GL
frontFace(GLenum mode)GL
frontFace()GL
frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)GL
getBoolean(GLenum pname)GL
getDouble(GLenum pname)GL
getError()GL
getFloat(GLenum pname)GL
getInteger(GLenum pname)GL
getInternalFormat(GLenum format)GL
getLight(GLenum index)GL
getString(GLenum name)GL
getTypeSize(GLenum type)GL
getVector3f(GLenum pname)GL
hintPolygonSmooth(GLenum value)GL
isEnabled(GLenum cap)GL
lightAmbient(GLenum light, GLfloat r, GLfloat g, GLfloat b)GL
lightAttenuation(GLenum light, GLfloat constant, GLfloat linear, GLfloat quadratic)GL
lightConstantAttenuation(GLenum light, GLfloat value)GL
lightDiffuse(GLenum light)GL
lightDiffuse(GLenum light, GLfloat r, GLfloat g, GLfloat b)GL
lightDiffuse(GLenum light, Color c)GL
lightLinearAttenuation(GLenum light, GLfloat value)GL
lightModelAmbient(GLfloat r, GLfloat g, GLfloat b)GL
lightModelAmbient(GLfloat r, GLfloat g, GLfloat b, GLfloat a)GL
lightModelAmbient(Color c)GL
lightPosition(GLenum light, GLfloat x, GLfloat y, GLfloat z)GL
lightPosition(GLenum light)GL
lightQuadraticAttenuation(GLenum light, GLfloat value)GL
lightSpecular(GLenum light, GLfloat r, GLfloat g, GLfloat b)GL
lightSpotCutoff(GLenum light, GLfloat angle)GL
lightSpotDirection(GLenum light, GLfloat x, GLfloat y, GLfloat z)GL
lightSpotDirection(GLenum light, vec3 v)GL
lightSpotExponent(GLenum light, GLfloat factor)GL
lineWidth(GLfloat value)GL
lineWidth()GL
lineWidthGranularity()GL
lineWidthMax()GL
lineWidthMin()GL
listCall(GLuint list)GL
listCompile(GLuint list)GL
listCompileAndExecute(GLuint list)GL
listCompileEnd()GL
listCreate()GL
listDelete(GLuint list)GL
listNew()GL
loadIdentity()GL
loadIdentity(GLenum mode)GL
logicOp(GLenum opcode)GL
materialAmbient(GLenum face, GLfloat r, GLfloat g, GLfloat b)GL
materialAmbient(GLenum face, GLfloat r, GLfloat g, GLfloat b, GLfloat a)GL
materialAmbient(GLenum face, Color c)GL
materialAmbient(GLenum face)GL
materialAmbientAndDiffuse(GLenum face, GLfloat r, GLfloat g, GLfloat b)GL
materialAmbientAndDiffuse(GLenum face, GLfloat r, GLfloat g, GLfloat b, GLfloat a)GL
materialAmbientAndDiffuse(GLenum face, Color c)GL
materialDiffuse(GLenum face, GLfloat r, GLfloat g, GLfloat b)GL
materialDiffuse(GLenum face, GLfloat r, GLfloat g, GLfloat b, GLfloat a)GL
materialDiffuse(GLenum face, Color c)GL
materialDiffuse(GLenum face)GL
materialEmission(GLenum face, GLfloat r, GLfloat g, GLfloat b)GL
materialEmission(GLenum face, GLfloat r, GLfloat g, GLfloat b, GLfloat a)GL
materialEmission(GLenum face, Color c)GL
materialEmission(GLenum face)GL
materialShininess(GLenum face, GLfloat value)GL
materialSpecular(GLenum face, GLfloat r, GLfloat g, GLfloat b)GL
materialSpecular(GLenum face, GLfloat r, GLfloat g, GLfloat b, GLfloat a)GL
materialSpecular(GLenum face, Color c)GL
materialSpecular(GLenum face)GL
matrixMode(GLenum mode)GL
matrixMode()GL
maxLights()GL
modelviewMatrix()GL
multMatrix(mat4 matrix)GL
normal(GLfloat x, GLfloat y, GLfloat z)GL
normal(GLfloat[3] v)GL
normal(vec3 v)GL
normal()GL
normalArray(vec3 *array, int stride)GL
perspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar)GL
pointSize(GLfloat value)GL
pointSize()GL
polygonMode(GLenum face, GLenum mode)GL
polygonMode(GLenum face)GL
polygonOffset(GLfloat factor, GLfloat units)GL
popMatrix()GL
projectionMatrix()GL
pushMatrix()GL
readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, out GLubyte[] data)GL
readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, out GLbyte[] data)GL
readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, out GLushort[] data)GL
readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, out GLshort[] data)GL
readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, out GLuint[] data)GL
readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, out GLint[] data)GL
readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, out GLfloat[] data)GL
rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)GL
rotate(GLfloat angle)GL
scale(GLfloat factor)GL
scale(GLfloat x, GLfloat y, GLfloat z)GL
scale(vec3 v)GL
setupPerspective(GLfloat fov, GLfloat aspect, GLfloat near, GLfloat far)GL
sphere(GLdouble radius, GLint slices, GLint stacks)GL
stencilFunc(GLenum func, GLint ref, GLuint mask)GL
stencilFunc(GLenum func, GLint ref)GL
stencilOp(GLenum fail, GLenum zfail, GLenum zpass)GL
store(GLenum cap, GLenum value)GL
texel(vec2 v)GL
texel(float x, float y)GL
texel(GLenum unit, vec2 v)GL
texelArray(vec2 *array, int stride)GL
texelArray(vec3 *array, int stride)GL
texelGenMode(GLenum coord, GLenum param)GL
texelGenObjectPlane(GLenum coord, float distance, float x, float y, float z)GL
textureBaseLevel(GLfloat value)GL
textureBind(GLuint texture)GL
textureCanGenerateMipmap()GL
textureCopyImage(GLint level, GLenum format, GLint x, GLint y, GLint width, GLint height)GL
textureCreate()GL
textureDelete(GLuint texture)GL
textureDelete(GLuint[] textures)GL
textureEnvCombineRGB(GLenum param)GL
textureEnvMode(GLenum param)GL
textureEnvSourceRGB(int arg, GLenum param)GL
textureEnvSourceRGB(int arg)GL
textureGenerateMipmap(GLboolean value)GL
textureHeight()GL
textureHeight(GLint level)GL
textureImage(GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)GL
textureImage(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)GL
textureImage(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, GLvoid *pixels)GL
textureImage(GLint level, GLenum format, out GLubyte[] pixels)GL
textureList(GLuint[] list)GL
textureMagFilter(GLenum value)GL
textureMatrix()GL
textureMinFilter(GLenum value)GL
textureNew()GL
texturePriority(GLfloat value)GL
texturePriority()GL
textureUnit(GLenum unit)GL
textureUnitCount()GL
textureWidth()GL
textureWidth(GLint level)GL
textureWrapS(GLenum value)GL
textureWrapS()GL
textureWrapT(GLenum value)GL
textureWrapT()GL
throwError()GL
translate(GLfloat x, GLfloat y)GL
translate(GLfloat x, GLfloat y, GLfloat z)GL
translate(vec3 vec)GL
translate(vec2 vec)GL
unproject(vec2 point)GL
unproject(vec3 point)GL
vertex(GLfloat x, GLfloat y)GL
vertex(vec2 v)GL
vertex(GLfloat x, GLfloat y, GLfloat z)GL
vertex(vec3 v)GL
vertex(GLfloat x, GLfloat y, GLfloat z, GLfloat w)GL
vertexArray(vec3 *array, int stride)GL
viewport(GLint x, GLint y, GLsizei width, GLsizei height)GL
viewportArea(out GLint x, out GLint y, out GLsizei width, out GLsizei height)GL

Generated on Thu Sep 4 13:12:52 2003 for dig by doxygen 1.3.2