Public Member Functions | |
| void | alphaFunc (GLenum func, GLclampf ref) |
| Assign the alpha test function parameters which is enabled with enable (ALPHA_TEST). | |
| void | begin (GLenum mode) |
| Start the vertices of a primitive or a group of like primitives, terminated with end (mode is one of POINTS, LINES, LINE_STRIP, LINE_LOOP, TRIANGLES, TRIANGLE_STRIP, TRIANGLE_FAN, QUADS, QUAD_STRIP, or POLYGON.). | |
| void | blendEquation (GLenum mode) |
| Specify the blend equation. | |
| GLenum | blendEquation () |
| Read the blend equation. | |
| void | blendFunc (GLenum sfactor, GLenum dfactor) |
| Specify the pixel arithmetic. | |
| void | clear (GLbitfield mask) |
| Clear buffers to preset values (mask is a combination of COLOR_BUFFER_BIT, DEPTH_BUFFER_BIT, ACCUM_BUFFER_BIT, and STENCIL_BUFFER_BIT.). | |
| void | clearColor (GLfloat r, GLfloat g, GLfloat b) |
| Set the clear color used when calling clear (COLOR_BUFFER_BIT). | |
| void | clearColor (GLfloat r, GLfloat g, GLfloat b, GLfloat a) |
| Set the clear color used when calling clear (COLOR_BUFFER_BIT). | |
| void | clearColor (Color c) |
| Set the clear color used when calling clear (COLOR_BUFFER_BIT). | |
| Color | clearColor () |
| Get the clear color used when calling clear (COLOR_BUFFER_BIT). | |
| void | clearDepth (GLclampd depth) |
| Set the clear depth used when calling clear (DETH_BUFFER_BIT). | |
| GLdouble | clearDepth () |
| Get the clear depth. | |
| void | color (GLfloat r, GLfloat g, GLfloat b) |
| Set the color of the next vertex. | |
| void | color (GLfloat r, GLfloat g, GLfloat b, GLfloat a) |
| Set the color of the next vertex. | |
| void | color (Color c) |
| Set the color of the next vertex. | |
| void | colorArray (Color *array, int stride) |
| Set the color array; use enable (COLOR_ARRAY) to enable it. | |
| void | colorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) |
| Enable or disable writing of frame buffer components. | |
| void | colorMaskRed (GLboolean value) |
| Enable or disable writing of the red frame buffer component. | |
| GLboolean | colorMaskRed () |
| Get whether the red frame buffer component is enabled. | |
| void | colorMaskGreen (GLboolean value) |
| Enable or disable writing of the green frame buffer component. | |
| GLboolean | colorMaskGreen () |
| Get whether the green frame buffer component is enabled. | |
| void | colorMaskBlue (GLboolean value) |
| Enable or disable writing of the blue frame buffer component. | |
| GLboolean | colorMaskBlue () |
| Get whether the blue frame buffer component is enabled. | |
| void | colorMaskAlpha (GLboolean value) |
| Enable or disable writing of the alpha frame buffer component. | |
| GLboolean | colorMaskAlpha () |
| Get whether the alpha frame buffer component is enabled. | |
| void | cullFace (GLenum mode) |
| Set the current culling face to use when enable (CULL_FACE) (one of FRONT, BACK, or FRONT_AND_BACK). | |
| GLenum | cullFace () |
| Get the current culling face. | |
| void | depthFunc (GLenum func) |
| Set the depth comparison function (func is one of NEVER, LESS, EQUAL, LEQUAL, GREATER, NOTEQUAL, GEQUAL, or ALWAYS). | |
| GLenum | depthFunc () |
| Get the current depth comparison function. | |
| void | depthRange (GLclampd zNear, GLclampd zFar) |
| Specify mapping of depth values from normalized device coordinates to window coordinates. | |
| void | disable (GLenum cap) |
| Disable a server-side capability. | |
| bit | disableAndGet (GLenum cap) |
| Disable a server-side capability and return the previous value. | |
| void | drawArrays (GLenum mode, GLint first, GLsizei count) |
| Draw arrays according to the currently enabled arrays:. | |
| void | drawElements (GLenum mode, GLuint[] array) |
| Draw an indexed set of elements. | |
| void | enable (GLenum cap) |
| Enable a server-side capability. | |
| bit | enableAndGet (GLenum cap) |
| Enable a server-side capability and return the previous value. | |
| void | end () |
| Finish the primitives started with begin. | |
| void | fogMode (GLenum mode) |
| Set the fog mode (mode is one of LINEAR, EXP, and EXP2, initially EXP). | |
| void | fogDensity (GLfloat value) |
| Set the fog density for exponential mode (value must be non-negative, initially 1.). | |
| void | fogDistanceMode (GLenum mode) |
| Set the calculation used for determining how far a point is from the camera. | |
| GLenum | fogDistanceMode () |
| Get the fog distance calculation. | |
| void | fogStart (GLfloat value) |
| Set the near plane for the fog in linear fog mode (initially 0.). | |
| GLfloat | fogStart () |
| Get the near plane for the fog in linear fog mode. | |
| void | fogEnd (GLfloat value) |
| Set the far plane for the fog in linear fog mode (initially 1.). | |
| GLfloat | fogEnd () |
| Get the far plane for the fog in linear fog mode. | |
| void | fogIndex (GLint value) |
| Set the color index for the fog (initially 0.). | |
| void | fogColor (GLfloat r, GLfloat g, GLfloat b) |
| Set the fog color (initially (0, 0, 0, 0).). | |
| void | fogColor (GLfloat r, GLfloat g, GLfloat b, GLfloat a) |
| Set the fog color (initially (0, 0, 0, 0).). | |
| void | fogColor (Color c) |
| Set the fog color (initially (0, 0, 0, 0).). | |
| GLdouble | getDouble (GLenum pname) |
| Get a single double of GL state. | |
| GLint | getInteger (GLenum pname) |
| Get a single integer of GL state. | |
| void | frontFace (GLenum mode) |
| Set the front face parameter (CW or CCW (the default)). | |
| GLenum | frontFace () |
| Get the front face parameter. | |
| void | frustum (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar) |
| Multiply the current matrix by a perspective matrix (stolen from Mesa, thanks guys). | |
| bit | getBoolean (GLenum pname) |
| Get a single boolean of GL state. | |
| GLfloat | getFloat (GLenum pname) |
| Get a single float of GL state. | |
| GLlight | getLight (GLenum index) |
| Get a light; pass a LIGHTi value. | |
| vec3 | getVector3f (GLenum pname) |
| Get a three-dimensional vector of GL state. | |
| GLenum | getError () |
| Get the error value. | |
| GLint | getInternalFormat (GLenum format) |
| Get the number of channels in the color format. | |
| Color | colorFromData (ubyte *data, GLenum format, GLenum type) |
| Read a color from data using the given format and type. | |
| void | colorToData (ubyte *data, GLenum format, GLenum type, Color color, Color background) |
| Write a color in data using the given format and type. | |
| void | colorToData (ubyte *data, GLenum format, GLenum type, Color color) |
| Write a color in data using the given format and type and a black background. | |
| char[] | getString (GLenum name) |
| Return a string describing the GL connection (name is one of VENDOR, RENDERER, VERSION, or EXTENSIONS). | |
| GLint | getTypeSize (GLenum type) |
| Get the number of bytes in a given type (one of UNSIGNED_BYTE, BYTE, UNSIGNED_SHORT, SHORT, UNSIGNED_INT, INT, or FLOAT). | |
| void | hintPolygonSmooth (GLenum value) |
| Set polygon smooth hinting; value is FASTEST, NICEST, or DONT_CARE. | |
| bit | isEnabled (GLenum cap) |
| Test whether a server-side capability is enabled. | |
| void | lightAmbient (GLenum light, GLfloat r, GLfloat g, GLfloat b) |
| Set the ambient color of a light object. | |
| void | lightAttenuation (GLenum light, GLfloat constant, GLfloat linear, GLfloat quadratic) |
| Set the three attenuation parameters of the light simultaneously. | |
| void | lightConstantAttenuation (GLenum light, GLfloat value) |
| Set the constant attenuation of the light. | |
| Color | lightDiffuse (GLenum light) |
| Return the diffuse color of a light object. | |
| void | lightDiffuse (GLenum light, GLfloat r, GLfloat g, GLfloat b) |
| Set the diffuse color of a light object. | |
| void | lightDiffuse (GLenum light, Color c) |
| Set the diffuse color of a light object. | |
| void | lightLinearAttenuation (GLenum light, GLfloat value) |
| Set the linear attenuation of the light. | |
| void | lightModelAmbient (GLfloat r, GLfloat g, GLfloat b) |
| Set the global ambient color (defaults to (0.2, 0.2, 0.2, 1.0)). | |
| void | lightModelAmbient (GLfloat r, GLfloat g, GLfloat b, GLfloat a) |
| Set the global ambient color (defaults to (0.2, 0.2, 0.2, 1.0)). | |
| void | lightModelAmbient (Color c) |
| Set the global ambient color. | |
| void | lightPosition (GLenum light, GLfloat x, GLfloat y, GLfloat z) |
| Set the position of a light object. | |
| vec3 | lightPosition (GLenum light) |
| Get the position of a light object. | |
| void | lightQuadraticAttenuation (GLenum light, GLfloat value) |
| Set the quadratic attenuation of the light. | |
| void | lightSpecular (GLenum light, GLfloat r, GLfloat g, GLfloat b) |
| Set the specular color of a light object. | |
| void | lightSpotCutoff (GLenum light, GLfloat angle) |
| Set the cutoff angle of the spotlight (0 to 90 degrees, or 180 degrees (default) for a normal light). | |
| void | lightSpotDirection (GLenum light, GLfloat x, GLfloat y, GLfloat z) |
| Set the normal of the spotlight. | |
| void | lightSpotDirection (GLenum light, vec3 v) |
| Set the normal of the spotlight. | |
| void | lightSpotExponent (GLenum light, GLfloat factor) |
| Set the intensity distribution of the spotlight (0 for diffuse, 128 for hard-edged). | |
| void | lineWidth (GLfloat value) |
| Set the width in pixels of the lines. | |
| GLfloat | lineWidth () |
| Get the current line width. | |
| GLfloat | lineWidthGranularity () |
| Get the minimum line width difference for a visible change. | |
| GLfloat | lineWidthMax () |
| Get the maximum line width. | |
| GLfloat | lineWidthMin () |
| Get the minimum line width. | |
| GLlist | listNew () |
| Create a new display list object. | |
| GLuint | listCreate () |
| Create a display list name. | |
| void | listDelete (GLuint list) |
| Delete a display list. | |
| void | listCompile (GLuint list) |
| Start compilation on the list. | |
| void | listCompileAndExecute (GLuint list) |
| Start compilation on the list and execute at the same time. | |
| void | listCompileEnd () |
| Finish compilation. | |
| void | listCall (GLuint list) |
| Run the display list. | |
| void | loadIdentity () |
| Set the current matrix to identity. | |
| void | loadIdentity (GLenum mode) |
| Set the given matrix to identity without changing the current matrix. | |
| void | logicOp (GLenum opcode) |
| Specify a logical pixel operation for color rendering. | |
| void | materialAmbient (GLenum face, GLfloat r, GLfloat g, GLfloat b) |
| Set the ambient material color. | |
| void | materialAmbient (GLenum face, GLfloat r, GLfloat g, GLfloat b, GLfloat a) |
| Set the ambient material color. | |
| void | materialAmbient (GLenum face, Color c) |
| Set the ambient material color. | |
| Color | materialAmbient (GLenum face) |
| Get the ambient color of the material. | |
| void | materialAmbientAndDiffuse (GLenum face, GLfloat r, GLfloat g, GLfloat b) |
| Set the ambient and diffuse material colors to the same value. | |
| void | materialAmbientAndDiffuse (GLenum face, GLfloat r, GLfloat g, GLfloat b, GLfloat a) |
| Set the ambient and diffuse material colors. | |
| void | materialAmbientAndDiffuse (GLenum face, Color c) |
| Set the ambient and diffuse material colors. | |
| void | materialDiffuse (GLenum face, GLfloat r, GLfloat g, GLfloat b) |
| Set the diffuse material color. | |
| void | materialDiffuse (GLenum face, GLfloat r, GLfloat g, GLfloat b, GLfloat a) |
| Set the diffuse material color. | |
| void | materialDiffuse (GLenum face, Color c) |
| Set the diffuse material color. | |
| Color | materialDiffuse (GLenum face) |
| Get the diffuse color of the material. | |
| void | materialEmission (GLenum face, GLfloat r, GLfloat g, GLfloat b) |
| Set the material emission color; this is not multiplied against anything, so has a literal effect on color. | |
| void | materialEmission (GLenum face, GLfloat r, GLfloat g, GLfloat b, GLfloat a) |
| Set the material emission color. | |
| void | materialEmission (GLenum face, Color c) |
| Set the material emission color. | |
| Color | materialEmission (GLenum face) |
| Get the emission color of the material. | |
| void | materialShininess (GLenum face, GLfloat value) |
| Set the shininess of the material. | |
| void | materialSpecular (GLenum face, GLfloat r, GLfloat g, GLfloat b) |
| Set the specular color of the material. | |
| void | materialSpecular (GLenum face, GLfloat r, GLfloat g, GLfloat b, GLfloat a) |
| Set the specular color of the material. | |
| void | materialSpecular (GLenum face, Color c) |
| Set the specular color of the material. | |
| Color | materialSpecular (GLenum face) |
| Get the specular color of the material. | |
| void | matrixMode (GLenum mode) |
| Set the current matrix mode (mode is one of PROJECTION, MODELVIEW, or TEXTURE.). | |
| GLenum | matrixMode () |
| Get the current matrix mode. | |
| GLint | maxLights () |
| Get the number of lights supported by the GL; this must be 8. | |
| mat4 | modelviewMatrix () |
| Get the modelview matrix. | |
| void | multMatrix (mat4 matrix) |
| Multiply the current matrix by a matrix. | |
| void | normal (GLfloat x, GLfloat y, GLfloat z) |
| Set the current normal vector. | |
| void | normal (GLfloat[3] v) |
| Set the current normal vector. | |
| void | normal (vec3 v) |
| Set the current normal vector. | |
| vec3 | normal () |
| Get the current normal vector. | |
| void | normalArray (vec3 *array, int stride) |
| Set the normal array; use enable (NORMAL_ARRAY) to enable it. | |
| void | perspective (GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar) |
| Sets up a perspective projection matrix (stolen from Mesa, thanks guys). | |
| void | pointSize (GLfloat value) |
| Specify the diameter of rasterized points (initially 1). | |
| GLfloat | pointSize () |
| Get the point size. | |
| void | polygonMode (GLenum face, GLenum mode) |
| Set a polygon rasterization mode (face is BACK, FRONT, or FRONT_AND_BACK; mode is POINT, LINE, or FILL (the default)). | |
| GLenum | polygonMode (GLenum face) |
| Get the polygon rasterization mode for a face (face is BACK or FRONT). | |
| void | polygonOffset (GLfloat factor, GLfloat units) |
| Set the scale and units used to calculate depth values when enable (POLYGON_OFFSET_mode), where mode is FILL, LINE, or POINT. | |
| void | popMatrix () |
| Pop a matrix off the current matrix's stack. | |
| mat4 | projectionMatrix () |
| Get the projection matrix. | |
| void | pushMatrix () |
| Push a matrix onto the current matrix's stack. | |
| void | readPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, out GLubyte[] data) |
| Read a block of pixels from the frame buffer, returning the result. | |
| void | readPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, out GLbyte[] data) |
| Read pixels into an array of bytes. | |
| void | readPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, out GLushort[] data) |
| Read pixels into an array of unsigned shorts. | |
| void | readPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, out GLshort[] data) |
| Read pixels into an array of shorts. | |
| void | readPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, out GLuint[] data) |
| Read pixels into an array of unsigned ints. | |
| void | readPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, out GLint[] data) |
| Read pixels into an array of ints. | |
| void | readPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, out GLfloat[] data) |
| Read pixels into an array of floats. | |
| void | rotate (GLfloat angle, GLfloat x, GLfloat y, GLfloat z) |
| Rotate the current matrix around an angle. | |
| void | rotate (GLfloat angle) |
| Rotate the current matrix around (0, 0, 1). | |
| void | scale (GLfloat factor) |
| Scale the current matrix by a factor. | |
| void | scale (GLfloat x, GLfloat y, GLfloat z) |
| Scale the current matrix by an amount. | |
| void | scale (vec3 v) |
| Scale the current matrix by a vector. | |
| void | setupPerspective (GLfloat fov, GLfloat aspect, GLfloat near, GLfloat far) |
| Setup the matrices to give a perspective mode. | |
| void | sphere (GLdouble radius, GLint slices, GLint stacks) |
| Render a sphere (stolen from Mesa, thanks guys). | |
| void | stencilFunc (GLenum func, GLint ref, GLuint mask) |
| Set the function and reference value for stencil testing; func is NEVER, LESS, LEQUAL, GREATER, GEQUAL, EQUAL, NOTEQUAL, and ALWAYS (initial value); ref is the reference value for the stencil test; while mask is the AND mask used for reading and writing the stencil buffer. | |
| void | stencilFunc (GLenum func, GLint ref) |
| Set the function and reference value for stencil testing; mask is taken to be ~0. | |
| void | stencilOp (GLenum fail, GLenum zfail, GLenum zpass) |
| Set the effects stencil testing have on the stencil buffer; each is either KEEP, ZERO, REPLACE, INCR, DECR, or INVERT. | |
| void | store (GLenum cap, GLenum value) |
| Enable or disable the capability depending upon the value. | |
| void | texel (vec2 v) |
| Set the current texture coordinate. | |
| void | texel (float x, float y) |
| Set the current texture coordinate. | |
| void | texel (GLenum unit, vec2 v) |
| Set the current texture coordinate of the given texture unit, in the range TEXTURE0...textureUnitCount. | |
| void | texelArray (vec2 *array, int stride) |
| Set the texel array; use enable (TEXEL_ARRAY) to enable it. | |
| void | texelArray (vec3 *array, int stride) |
| Set the texel array; use enable (TEXEL_ARRAY) to enable it. | |
| void | texelGenMode (GLenum coord, GLenum param) |
| Specify texture coordinate generation mode (coord is S, T, R, or Q; value is OBJECT_LINEAR, EYE_LINEAR, or SPHERE_MAP). | |
| void | texelGenObjectPlane (GLenum coord, float distance, float x, float y, float z) |
| Indicate the plane to use for texelGenMode (OBJECT_LINEAR). | |
| GLtexture | textureNew () |
| Create a new texture object. | |
| GLuint | textureCreate () |
| Generate a single texture name. | |
| void | textureList (GLuint[] list) |
| Generate a number of textures, storing in the array. | |
| void | textureBaseLevel (GLfloat value) |
| Set the minimum mipmapping level to use with the currently-bound texture (default is zero). | |
| void | textureBind (GLuint texture) |
| Bind a named texture to the TEXTURE_2D target. | |
| void | textureCopyImage (GLint level, GLenum format, GLint x, GLint y, GLint width, GLint height) |
| Copy a rectangle of the color buffer into the texture, replacing any data which was in there before. | |
| void | textureDelete (GLuint texture) |
| Delete a texture. | |
| void | textureDelete (GLuint[] textures) |
| Delete a list of textures. | |
| void | textureEnvMode (GLenum param) |
| Assign the texture environment mode. | |
| void | textureEnvCombineRGB (GLenum param) |
| Assign the color combination function for textureEnvMode (COMBINE) texture environment mode. | |
| void | textureEnvSourceRGB (int arg, GLenum param) |
| Assign source arguments for the textureEnvCombineRGB function. | |
| GLenum | textureEnvSourceRGB (int arg) |
| Return the source argument for the textureEnvCombineRGB function. | |
| void | textureImage (GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) |
| Load a two-dimensional texture image into the currently bound texture, simple version. | |
| void | textureImage (GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) |
| Specify a two-dimensional texture image, including level. | |
| void | textureImage (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, GLvoid *pixels) |
| Specify a two-dimensional texture image, complex version. | |
| void | textureImage (GLint level, GLenum format, out GLubyte[] pixels) |
| Read the texture image from GL state, storing it in pixels. | |
| void | textureMagFilter (GLenum value) |
| Set the magnification filter of the currently-bound texture (either NEAREST or LINEAR). | |
| void | textureMinFilter (GLenum value) |
| Set the minification filter of the currently-bound texture (one of NEAREST, LINEAR, NEAREST_MIPMAP_NEAREST, LINEAR_MIPMAP_NEAREST, NEAREST_MIPMAP_LINEAR, or LINEAR_MIPMAP_LINEAR). | |
| void | texturePriority (GLfloat value) |
| Specify the currently bound texture's residence priority, in the range [0, 1], default is 1. | |
| GLfloat | texturePriority () |
| Retrieve the currently bound texture's residence priority. | |
| GLint | textureWidth () |
| Get the width of the currently-bound texture. | |
| GLint | textureWidth (GLint level) |
| Get the width of the currently-bound texture at this level. | |
| GLint | textureHeight () |
| Get the height of the currently-bound texture. | |
| GLint | textureHeight (GLint level) |
| Get the height of the currently-bound texture at this level. | |
| GLboolean | textureCanGenerateMipmap () |
| Find out whether automatic mipmap generation is available (whether texGenerateMipmap can be used). | |
| GLboolean | textureGenerateMipmap (GLboolean value) |
| Specify whether to automatically create mipmaps; this is not available on all cards. | |
| mat4 | textureMatrix () |
| Get the texture matrix. | |
| void | textureUnit (GLenum unit) |
| Change the active texturing unit, which is in the range TEXTURE0...textureUnitCount. | |
| GLint | textureUnitCount () |
| Return the number of multitexturing units available. | |
| void | textureWrapS (GLenum value) |
| Sets the wrap parameter for texture coordinate s to either CLAMP or REPEAT. | |
| GLenum | textureWrapS () |
| Get the wrap parameter for texture coordinate s. | |
| void | textureWrapT (GLenum value) |
| Sets the wrap parameter for texture coordinate t to either CLAMP or REPEAT. | |
| GLenum | textureWrapT () |
| Get the wrap parameter for texture coordinate t. | |
| void | throwError () |
| Retrieve and throw the last error, or return if there is none. | |
| void | translate (GLfloat x, GLfloat y) |
| Translate the current matrix. | |
| void | translate (GLfloat x, GLfloat y, GLfloat z) |
| Translate the current matrix. | |
| void | translate (vec3 vec) |
| Translate the current matrix. | |
| void | translate (vec2 vec) |
| Translate the current matrix. | |
| vec3 | unproject (vec2 point) |
| Transform screen coordinates into object-space coordinates. | |
| vec3 | unproject (vec3 point) |
| Transform screen coordinates into object-space coordinates. | |
| void | vertex (GLfloat x, GLfloat y) |
| Store a two-dimensional vertex. | |
| void | vertex (vec2 v) |
| Store a two-dimensional vertex. | |
| void | vertex (GLfloat x, GLfloat y, GLfloat z) |
| Store a three-dimensional vertex. | |
| void | vertex (vec3 v) |
| Store a three-dimensional vertex. | |
| void | vertex (GLfloat x, GLfloat y, GLfloat z, GLfloat w) |
| Store a four-dimensional vertex. | |
| void | vertexArray (vec3 *array, int stride) |
| Set the vertex array; use enable (VERTEX_ARRAY) to enable it. | |
| void | viewport (GLint x, GLint y, GLsizei width, GLsizei height) |
| Set the viewport area. | |
| void | viewportArea (out GLint x, out GLint y, out GLsizei width, out GLsizei height) |
| Get the viewport area. | |
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Assign the alpha test function parameters which is enabled with enable (ALPHA_TEST). When enabled, fragments which fail the test, which is between the fragment's alpha and a reference value, will not be rendered at all. This is most often used to give a sharp line to vegetation and cloth. The possible values for test are, where alpha is the fragment's alpha and ref is the reference value passed to this function:
The default is (ALWAYS, 0). |
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Specify the blend equation. This determines how the two colors that result from blendFunc are combined into one. The possible values are, where S is the source color and D is the destination color:
blendEquation is not supported on all hardware. If it isn't, writing to it has no effect on the value. |
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Specify the pixel arithmetic. The sfactor is how the source blending color is computed; the source color is the fragment being drawn. The dfactor is how the destination blending color is computed; the destination color is the color buffer value. How these results are combined to form the output color depends upon the setting of blendEquation. In the following list of allowable sfactor and dfactor values, I give the color the parameter is multiplied against. S is the source color (Sr, Sg, Sb, and Sa its components), D is the destination color.
For this to have any effect, enable (BLEND) must be set. |
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Set the clear depth used when calling clear (DETH_BUFFER_BIT). The initial value is 1, and input is clamped to the range [0, 1]. |
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Set the color array; use enable (COLOR_ARRAY) to enable it. #a stride should be zero to indicate 4 (the size of the cell) or the number of bytes between each entry. |
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Enable or disable writing of frame buffer components. Disabling a component means that it will not be modified by any drawing operation. |
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Set the depth comparison function (func is one of NEVER, LESS, EQUAL, LEQUAL, GREATER, NOTEQUAL, GEQUAL, or ALWAYS). This determines whether a fragment wins the contest with the current depth buffer point. func is one of:
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Specify mapping of depth values from normalized device coordinates to window coordinates. The initial parameters are 0 and 1, indicating full utilisation of the depth buffer. It is not necessary for zNear to be below zFar. |
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Disable a server-side capability. See enable. |
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Draw arrays according to the currently enabled arrays:.
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Draw an indexed set of elements. This draws a single primitive based on the currently enabled arrays (see drawArrays for a summary). mode is the type of primitive to draw, and array is the indices into the enabled arrays. |
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Enable a server-side capability. cap is one of:
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Set the calculation used for determining how far a point is from the camera. This depends upon extensions; currently NV_fog_distance. The setting can be:
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Set the fog mode (mode is one of LINEAR, EXP, and EXP2, initially EXP). Where e is the value of fogEnd, s is the value of fogStart, z is the depth of a point, and f is the blending factor, the equation for each mode is:
These are then clamped to the [0, 1] range and used to interpolate between transparent (0) and the fog color (1). |
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Set the front face parameter (CW or CCW (the default)). This controls which material parameters are used as well as whether this results in culling, depending upon whether CULL_FACE is enabled. |
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Multiply the current matrix by a perspective matrix (stolen from Mesa, thanks guys). left and right are the coordinates for the vertical clipping planes. bottom and top are the coordinates for the horizontal clipping planes. zNear and zFar are the distances to the near and far depth clipping planes. Depth buffer precision is affected by the values specified for zNear and zFar. The greater the ratio of zFar to zNear is, the less effective the depth buffer will be at distinguishing between surfaces that are near each other. |
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Return a string describing the GL connection (name is one of VENDOR, RENDERER, VERSION, or EXTENSIONS).
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Set the normal of the spotlight. It does not need to be normalized. |
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Specify a logical pixel operation for color rendering. This logic operation blends the final fragment color with the color buffer value when enable (COLOR_LOGIC_OP). A warning: this is more than likely not accelerated on your hardware. In the following, s is a bit from the source color d is a bit from the frame buffer color. The valid values for opcode and their operations are:
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Set the current normal vector. If !isEnabled (NORMALIZE), the default, then the vector is not normalized after translation. |
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Set the normal array; use enable (NORMAL_ARRAY) to enable it. #a stride should be zero to indicate 12 (the size of the array) or the number of bytes between each entry. |
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Set a polygon rasterization mode (face is BACK, FRONT, or FRONT_AND_BACK; mode is POINT, LINE, or FILL (the default)). This controls the interpretation of polygons for rasterization.
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Read a block of pixels from the frame buffer, returning the result. x and y are the coordinates (a y of zero is the bottom line), width and height are the dimensions to read, and format is the buffer to read from, and can be COLOR_INDEX, STENCIL_INDEX, DEPTH_COMPONENT, RED, GREEN, BLUE, ALPHA, RGB, RGBA, LUMINANCE, and LUMINANCE_ALPHA. The result is stored in data. Values for pixels that are not in range are undefined. |
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Set the function and reference value for stencil testing; func is NEVER, LESS, LEQUAL, GREATER, GEQUAL, EQUAL, NOTEQUAL, and ALWAYS (initial value); ref is the reference value for the stencil test; while mask is the AND mask used for reading and writing the stencil buffer. Stencil testing is enabled with enable (STENCI |