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<h1>OpenGL<sup>®</sup> ES Reference Manual</h1>
<p class="center">
<a href="index.html">Alphabetical Index</a> |
<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 © 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>
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