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OpenGL ES 1.0 and EGL 1.0 reference manual and man pages (written by
Claude Knaus, based on OpenGL SI man pages).

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">

<html>
  <head>
    <title>OpenGL ES Reference Manual</title>
    <link rel="stylesheet" href="man.css" type="text/css"/>
    <meta http-equiv="content-type" content="text/html" charset="UTF-8" />
    <meta name="author" content="Claude Knaus"/>
    <meta name="keywords" content="OpenGL ES, EGL, man, reference"/>
    <meta name="description" content="Reference manual for OpenGL ES and EGL"/>
  </head>

  <body>
    <h1>OpenGL<sup>&reg;</sup> ES Reference Manual</h1>

    <p class="center">
      <a href="index.html">Alphabetical Index</a> &nbsp; | &nbsp;
      <strong>Thematic Index</strong>
    </p>

    <div class="left">
    <h2>OpenGL ES Commands</h2>

    <p>
      Introduction:
    </p>

    <ul>
      <li><a href="glIntro.html">glIntro</a></li>
    </ul>

    <h3>Primitives</h3>

    <p>
      Specify polyon offset:
    </p>

    <ul>
      <li><a href="glPolygonOffset.html">glPolygonOffset</a></li>
    </ul>

    <h3>Vertex Arrays</h3>

    <p>
      Specify vertex arrays:
    </p>

    <ul>
      <li><a href="glColorPointer.html">glColorPointer</a></li>
      <li><a href="glNormalPointer.html">glNormalPointer</a></li>
      <li><a href="glVertexPointer.html">glVertexPointer</a></li>
      <li><a href="glTexCoordPointer.html">glTexCoordPointer</a></li>
    </ul>

    <p>
      Select the active texture coordinate array:
    </p>

    <ul>
      <li><a href="glClientActiveTexture.html">glClientActiveTexture</a></li>
    </ul>

    <p>
      Draw vertex arrays:
    </p>

    <ul>
      <li><a href="glEnableClientState.html">glEnableClientState</a></li>
      <li><a href="glEnableClientState.html">glDisableClientState</a></li>
      <li><a href="glDrawArrays.html">glDrawArrays</a></li>
      <li><a href="glDrawElements.html">glDrawElements</a></li>
    </ul>

    <h3>Coordinate Transformation</h3>

    <p>
      Transform the current matrix:
    </p>

    <ul>
      <li><a href="glRotate.html">glRotate</a></li>
      <li><a href="glScale.html">glScale</a></li>
      <li><a href="glTranslate.html">glTranslate</a></li>
      <li><a href="glMultMatrix.html">glMultMatrix</a></li>
      <li><a href="glFrustum.html">glFrustum</a></li>
      <li><a href="glOrtho.html">glOrtho</a></li>
    </ul>

    <p>
      Replace the current matrix:
    </p>

    <ul>
      <li><a href="glLoadMatrix.html">glLoadMatrix</a></li>
      <li><a href="glLoadIdentity.html">glLoadIdentity</a></li>
    </ul>

    <p>
      Manipulate the matrix stack:
    </p>

    <ul>
      <li><a href="glMatrixMode.html">glMatrixMode</a></li>
      <li><a href="glPushMatrix.html">glPushMatrix</a></li>
      <li><a href="glPushMatrix.html">glPopMatrix</a></li>
    </ul>

    <p>
      Specify the viewport:
    </p>

    <ul>
      <li><a href="glDepthRange.html">glDepthRange</a></li>
      <li><a href="glViewport.html">glViewport</a></li>
    </ul>

    <h3>Color and Lighting</h3>

    <p>
      Set the current color and normal vector:
    </p>

    <ul>
      <li><a href="glColor.html">glColor</a></li>
      <li><a href="glNormal.html">glNormal</a></li>
    </ul>

    <p>
      Specify light source, material, or lighting model parameter values:
    </p>

    <ul>
      <li><a href="glLight.html">glLight</a></li>
      <li><a href="glMaterial.html">glMaterial</a></li>
      <li><a href="glLightModel.html">glLightModel</a></li>
    </ul>

    <p>
      Choose a shading model:
    </p>

    <ul>
      <li><a href="glShadeModel.html">glShadeModel</a></li>
    </ul>

    <p>
      Specify which polygon orientation is front-facing:
    </p>

    <ul>
      <li><a href="glFrontFace.html">glFrontFace</a></li>
    </ul>

    <h3>Rasterization</h3>

    <p>
      Specify the dimensions of points and lines:
    </p>

    <ul>
      <li><a href="glPointSize.html">glPointSize</a></li>
      <li><a href="glLineWidth.html">glLineWidth</a></li>
    </ul>

    <p>
      Choose when polygons are rasterized:
    </p>

    <ul>
      <li><a href="glCullFace.html">glCullFace</a></li>
    </ul>

    <h3>Pixel Operations</h3>

    <p>
      Read pixels:
    </p>

    <ul>
      <li><a href="glReadPixels.html">glReadPixels</a></li>
    </ul>

    <p>
      Specify how pixels are encoded:
    </p>

    <ul>
      <li><a href="glPixelStore.html">glPixelStore</a></li>
    </ul>

    <h3>Textures</h3>

    <p>
      Control how a texture is applied to a fragment:
    </p>

    <ul>
      <li><a href="glTexParameter.html">glTexParameter</a></li>
      <li><a href="glTexEnv.html">glTexEnv</a></li>
    </ul>

    <p>
      Set the current texture coordinates:
    </p>

    <ul>
      <li><a href="glMultiTexCoord.html">glMultiTexCoord</a></li>
    </ul>

    <p>
      Specify a two-dimensional texture image or texture subimage:
    </p>

    <ul>
      <li><a href="glTexImage2D.html">glTexImage2D</a></li>
      <li><a href="glTexSubImage2D.html">glTexSubImage2D</a></li>
    </ul>

    <p>
      Copy a texture or a part of it:
    </p>

    <ul>
      <li><a href="glCopyTexImage2D.html">glCopyTexImage2D</a></li>
      <li><a href="glCopyTexSubImage2D.html">glCopyTexSubImage2D</a></li>
    </ul>

    <p>
      Specify a two-dimensional compressed texture image or texture subimage:
    </p>

    <ul>
      <li><a href="glCompressedTexImage2D.html">glCompressedTexImage2D</a></li>
      <li><a href="glCompressedTexSubImage2D.html">glCompressedTexSubImage2D</a></li>
    </ul>

    <p>
      Create a named texture:
    </p>

    <ul>
      <li><a href="glBindTexture.html">glBindTexture</a></li>
      <li><a href="glDeleteTextures.html">glDeleteTextures</a></li>
      <li><a href="glGenTextures.html">glGenTextures</a></li>
    </ul>

    <p>
      Select the active texture unit:
    </p>

    <ul>
      <li><a href="glActiveTexture.html">glActiveTexture</a></li>
    </ul>

    <h3>Fog</h3>

    <p>
      Set fog parameter:
    </p>

    <ul>
      <li><a href="glFog.html">glFog</a></li>
    </ul>

    <h3>Frame Buffer Operations</h3>

    <p>
      Control per-fragment testing:
    </p>

    <ul>
      <li><a href="glScissor.html">glScissor</a></li>
      <li><a href="glAlphaFunc.html">glAlphaFunc</a></li>
      <li><a href="glStencilFunc.html">glStencilFunc</a></li>
      <li><a href="glStencilOp.html">glStencilOp</a></li>
      <li><a href="glDepthFunc.html">glDepthFunc</a></li>
    </ul>

    <p>
      Combine fragment and frame buffer values:
    </p>

    <ul>
      <li><a href="glBlendFunc.html">glBlendFunc</a></li>
      <li><a href="glLogicOp.html">glLogicOp</a></li>
    </ul>

    <p>
      Clear buffers:
    </p>

    <ul>
      <li><a href="glClear.html">glClear</a></li>
      <li><a href="glClearColor.html">glClearColor</a></li>
      <li><a href="glClearDepth.html">glClearDepth</a></li>
      <li><a href="glClearStencil.html">glClearStencil</a></li>
    </ul>

    <p>
      Control buffers enabled for writing:
    </p>

    <ul>
      <li><a href="glColorMask.html">glColorMask</a></li>
      <li><a href="glDepthMask.html">glDepthMask</a></li>
      <li><a href="glStencilMask.html">glStencilMask</a></li>
    </ul>

    <p>
      Control multisampling:
    </p>

    <ul>
      <li><a href="glSampleCoverage.html">glSampleCoverage</a></li>
    </ul>

    <h3>Modes and Execution</h3>

    <p>
      Enable and disable modes:
    </p>

    <ul>
      <li><a href="glEnable.html">glEnable</a></li>
      <li><a href="glEnable.html">glDisable</a></li>
    </ul>

    <p>
      Wait until all GL commands have executed completely:
    </p>

    <ul>
      <li><a href="glFinish.html">glFinish</a></li>
    </ul>

    <p>
      Force all issued GL commands to be executed:
    </p>

    <ul>
      <li><a href="glFlush.html">glFlush</a></li>
    </ul>

    <p>
      Specify hints for GL operation:
    </p>

    <ul>
      <li><a href="glHint.html">glHint</a></li>
    </ul>

    <h3>State Queries</h3>

    <p>
      Obtain information about an error or the current GL connection:
    </p>

    <ul>
      <li><a href="glGetError.html">glGetError</a></li>
      <li><a href="glGetString.html">glGetString</a></li>
    </ul>

    <p> 
      Query static state variables:
    </p>

    <ul>
      <li><a href="glGetInteger.html">glGetInteger</a></li>
    </ul>

    <h2>OES Extensions</h2>

    <h3>Query Matrix</h3>

    <p>
      Query the current matrix:
    </p>

    <ul>
      <li><a href="glQueryMatrix.html">glQueryMatrix</a></li>
    </ul>

    </div>

    <div class="right">
    <h2>EGL  Reference Pages</h2>

    <p>
      Introduction:
    </p>

    <ul>
      <li><a href="eglIntro.html">eglIntro</a></li>
    </ul>

    <p>
      Manage or query display connections:
    </p>

    <ul>
      <li><a href="eglGetDisplay.html">eglGetDisplay</a></li>
      <li><a href="eglInitialize.html">eglInitialize</a></li>
      <li><a href="eglQueryString.html">eglQueryString</a></li>
      <li><a href="eglTerminate.html">eglTerminate</a></li>
    </ul>

    <p>
      Request GL and EGL extension functions:
    </p>

    <ul>
      <li><a href="eglGetProcAddress.html">eglGetProcAddress</a></li>
    </ul>

    <p>
      Query errors:
    </p>

    <ul>
      <li><a href="eglGetError.html">eglGetError</a></li>
    </ul>

    <p>
      Request or query frame buffer configurations:
    </p>

    <ul>
      <li><a href="eglGetConfigs.html">eglGetConfigs</a></li>
      <li><a href="eglChooseConfig.html">eglChooseConfig</a></li>
      <li><a href="eglGetConfigAttrib.html">eglGetConfigAttrib</a></li>
    </ul>

    <p>
      Manage or query EGL rendering contexts:
    </p>

    <ul>
      <li><a href="eglCreateContext.html">eglCreateContext</a></li>
      <li><a href="eglDestroyContext.html">eglDestroyContext</a></li>
      <li><a href="eglQueryContext.html">eglQueryContext</a></li>
      <li><a href="eglMakeCurrent.html">eglMakeCurrent</a></li>
      <li><a href="eglGetCurrentContext.html">eglGetCurrentContext</a></li>
      <li><a href="eglGetCurrentDisplay.html">eglGetCurrentDisplay</a></li>
      <li><a href="eglGetCurrentSurface.html">eglGetCurrentSurface</a></li>
    </ul>

    <p>
      Manage or query EGL surfaces:
    </p>

    <ul>
      <li><a href="eglCreateWindowSurface.html">eglCreateWindowSurface</a></li>
      <li><a href="eglCreatePixmapSurface.html">eglCreatePixmapSurface</a></li>
      <li><a href="eglCreatePbufferSurface.html">eglCreatePbufferSurface</a></li>
      <li><a href="eglDestroySurface.html">eglDestroySurface</a></li>
      <li><a href="eglQuerySurface.html">eglQuerySurface</a></li>
    </ul>

    <p>
      Synchronize execution:
    </p>

    <ul>
      <li><a href="eglWaitGL.html">eglWaitGL</a></li>
      <li><a href="eglWaitNative.html">eglWaitNative</a></li>
    </ul>

    <p>
      Post and copy buffers:
    </p>

    <ul>
      <li><a href="eglCopyBuffers.html">eglCopyBuffers</a></li>
      <li><a href="eglSwapBuffers.html">eglSwapBuffers</a></li>
    </ul>
    </div>

    <div class="footer">
    <p>
      Copyright &copy; 2003 Silicon Graphics, Inc.
    </p>

    <p>
      This document is licensed under the SGI Free Software B License.
      For details, see
      <a href="http://oss.sgi.com/projects/FreeB/">http://oss.sgi.com/projects/FreeB/</a>.
    </p>

    <p>
      OpenGL is a registered trademark, and OpenGL ES is a trademark, of
      Silicon Graphics, Inc.
    </p>
    </div>

  </body>
</html>