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Revision 1.1, Wed Oct 8 06:06:19 2003 UTC (14 years ago) by ljp
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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).

<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook V4.2//EN" "DTD/docbook/docbookx.dtd">

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  License Applicability. Except to the extent portions of this file are
  made subject to an alternative license as permitted in the SGI Free
  Software License B, Version 1.1 (the "License"), the contents of this
  file are subject only to the provisions of the License. You may not use
  this file except in compliance with the License. You may obtain a copy
  of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
  Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:

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  Note that, as provided in the License, the Software is distributed on an
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  DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
  CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
  PARTICULAR PURPOSE, AND NON-INFRINGEMENT.

  Original Code. The Original Code is: OpenGL ES Reference Manual,
  Version 1.0, released September 2003, developed by Silicon Graphics,
  Inc.  The Original Code is Copyright (c) 2003 Silicon Graphics, Inc.
  Copyright in any portions created by third parties is as indicated
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<book xmlns:xi="http://www.w3.org/2001/XInclude">
  <title>
    <trademark class="registered">OpenGL</trademark> ES Reference Manual
  </title>
  <subtitle>
    Version 1.0
  </subtitle>
  <bookinfo>
    <author>
      <firstname>Claude</firstname>
      <surname>Knaus</surname>
    </author>
    <date>September 2003</date>
    <releaseinfo>Draft Version 0.3</releaseinfo>
    <subjectset>
      <subject>OpenGL ES</subject>
      <subject>EGL</subject>
    </subjectset>
    <keywordset>
      <keyword>OpenGL ES</keyword>
      <keyword>EGL</keyword>
      <keyword>man</keyword>
      <keyword>reference</keyword>
    </keywordset>
    <xi:include href="legal-notice.xml"/>
  </bookinfo>

  <toc>
    <title>Contents</title>
    <!-- generated by LaTeX -->
  </toc>

  <chapter>
    <title>Preface</title>

    <sect1> 
      <title>Style Conventions</title>

      <para>
        The following style conventions apply to this document:
      </para>

      <variablelist>
        <varlistentry>
          <term><function>Bold</function></term>
          <listitem><para>Command and function names</para></listitem>
        </varlistentry>

        <varlistentry>
          <term><parameter>Italics</parameter></term>
          <listitem>Variables and parameters</listitem>
        </varlistentry>

        <varlistentry>
          <term>Regular</term>
          <listitem><para>Ordinary text</para></listitem>
        </varlistentry>

        <varlistentry>
          <term><constant>Monospace</constant></term>
          <listitem><para>Constants and source code</para></listitem>
        </varlistentry>
      </variablelist>
    </sect1>
  </chapter>

  <chapter>
    <title>Summary of Commands and Routines</title>

    <sect1>
      <title>OpenGL ES Commands</title>

      <sect2>
        <title>Primitives</title>
     
        <para>Specify polygon offset:</para>

        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glPolygonOffset</refentrytitle></citerefentry></member>
        </simplelist>
      </sect2>

      <sect2>
        <title>Vertex Arrays</title>

        <para>Specify vertex arrays:</para>
    
        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glColorPointer</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glNormalPointer</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glVertexPointer</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glTexCoordPointer</refentrytitle></citerefentry></member>
        </simplelist>

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

        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glClientActiveTexture</refentrytitle></citerefentry></member>
        </simplelist>

        <para>Draw vertex arrays:</para>

        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glEnableClientState</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glDisableClientState</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glDrawArrays</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glDrawElements</refentrytitle></citerefentry></member>
        </simplelist>
      </sect2>

      <sect2>
        <title>Coordinate Transformation</title>

        <para>Transform the current matrix:</para>
     
        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glRotate</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glScale</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glTranslate</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glMultMatrix</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glFrustum</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glOrtho</refentrytitle></citerefentry></member>
        </simplelist>

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

        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glLoadMatrix</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glLoadIdentity</refentrytitle></citerefentry></member>
        </simplelist>

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

        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glMatrixMode</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glPushMatrix</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glPopMatrix</refentrytitle></citerefentry></member>
        </simplelist>

        <para>Specify the viewport:</para>

        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glDepthRange</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glViewport</refentrytitle></citerefentry></member>
        </simplelist>
      </sect2>

      <sect2>
        <title>Color and Lighting</title>
     
        <para>Set the current color and normal vector:</para>

        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glColor</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glNormal</refentrytitle></citerefentry></member>
        </simplelist>

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

        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glLight</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glMaterial</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glLightModel</refentrytitle></citerefentry></member>
        </simplelist>

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

        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glShadeModel</refentrytitle></citerefentry></member>
        </simplelist>

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

        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glFrontFace</refentrytitle></citerefentry></member>
        </simplelist>
      </sect2>

      <sect2>
        <title>Rasterization</title>
    
        <para>Specify the dimensions of points or lines:</para>
 
        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glPointSize</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glLineWidth</refentrytitle></citerefentry></member>
        </simplelist>

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

        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glCullFace</refentrytitle></citerefentry></member>
        </simplelist>
      </sect2>
      <sect2>
        <title>Pixel Operations</title>

        <para>Read pixels:</para>     

        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glReadPixels</refentrytitle></citerefentry></member>
        </simplelist>

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

        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glPixelStore</refentrytitle></citerefentry></member>
        </simplelist>
      </sect2>

      <sect2>
        <title>Textures</title>

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

        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glTexParameter</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glTexEnv</refentrytitle></citerefentry></member>
        </simplelist>

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

        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glMultiTexCoord</refentrytitle></citerefentry></member>
        </simplelist>

        <para>Specify a two-dimensional texture image or texture subimage:</para>
     
        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glTexImage2D</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glTexSubImage2D</refentrytitle></citerefentry></member>
        </simplelist>

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

        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glCopyTexImage2D</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glCopyTexSubImage2D</refentrytitle></citerefentry></member>
        </simplelist>

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

        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glCompressedTexImage2D</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glCompressedTexSubImage2D</refentrytitle></citerefentry></member>
        </simplelist>

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

        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glBindTexture</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glDeleteTextures</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glGenTextures</refentrytitle></citerefentry></member>
        </simplelist>

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

        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glActiveTexture</refentrytitle></citerefentry></member>
        </simplelist>
      </sect2>

      <sect2>
        <title>Fog</title>

        <para>Set fog parameter:</para>
     
        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glFog</refentrytitle></citerefentry></member>
        </simplelist>
      </sect2>

      <sect2>
        <title>Frame Buffer Operations</title>

        <para>Control per-fragment testing:</para>
     
        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glScissor</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glAlphaFunc</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glStencilFunc</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glStencilOp</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glDepthFunc</refentrytitle></citerefentry></member>
        </simplelist>

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

        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glBlendFunc</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glLogicOp</refentrytitle></citerefentry></member>
        </simplelist>

       <para>Clear buffers:</para>

        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glClear</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glClearColor</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glClearDepth</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glClearStencil</refentrytitle></citerefentry></member>
        </simplelist>

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

        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glColorMask</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glDepthMask</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glStencilMask</refentrytitle></citerefentry></member>
        </simplelist>

       <para>Control multisampling:</para>

        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glSampleCoverage</refentrytitle></citerefentry></member>
        </simplelist>
      </sect2>

      <sect2>
        <title>Modes and Execution</title>

        <para>Enable and disable modes:</para>
     
        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glEnable</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glDisable</refentrytitle></citerefentry></member>
        </simplelist>

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

        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glFinish</refentrytitle></citerefentry></member>
        </simplelist>

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

        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glFlush</refentrytitle></citerefentry></member>
        </simplelist>

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

        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glHint</refentrytitle></citerefentry></member>
        </simplelist>
      </sect2>

      <sect2>
        <title>State Queries</title>

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

        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glGetError</refentrytitle></citerefentry></member>
          <member><citerefentry><refentrytitle>glGetString</refentrytitle></citerefentry></member>
        </simplelist>

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

        <simplelist type="vert"> 
          <member><citerefentry><refentrytitle>glGetInteger</refentrytitle></citerefentry></member>
        </simplelist>
      </sect2>
    </sect1>

    <sect1>
      <title>OES Extensions</title>

      <sect2>
        <title>Query Matrix</title>
      </sect2>

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

      <simplelist type="vert">
        <member><citerefentry><refentrytitle>glQueryMatrix</refentrytitle></citerefentry></member>
      </simplelist>
    </sect1>

    <sect1>
      <title>EGL Functions</title>

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

      <simplelist type="vert">
        <member><citerefentry><refentrytitle>eglGetDisplay</refentrytitle></citerefentry></member>
        <member><citerefentry><refentrytitle>eglInitialize</refentrytitle></citerefentry></member>
        <member><citerefentry><refentrytitle>eglQueryString</refentrytitle></citerefentry></member>
        <member><citerefentry><refentrytitle>eglTerminate</refentrytitle></citerefentry></member>
      </simplelist>

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

      <simplelist type="vert">
        <member><citerefentry><refentrytitle>eglGetProcAddress</refentrytitle></citerefentry></member>
      </simplelist>

      <para>Query errors:</para>

      <simplelist type="vert">
        <member><citerefentry><refentrytitle>eglGetError</refentrytitle></citerefentry></member>
      </simplelist>

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

      <simplelist type="vert">
        <member><citerefentry><refentrytitle>eglGetConfigs</refentrytitle></citerefentry></member>
        <member><citerefentry><refentrytitle>eglChooseConfig</refentrytitle></citerefentry></member>
        <member><citerefentry><refentrytitle>eglGetConfigAttrib</refentrytitle></citerefentry></member>
      </simplelist>

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

      <simplelist type="vert">
        <member><citerefentry><refentrytitle>eglCreateContext</refentrytitle></citerefentry></member>
        <member><citerefentry><refentrytitle>eglDestroyContext</refentrytitle></citerefentry></member>
        <member><citerefentry><refentrytitle>eglQueryContext</refentrytitle></citerefentry></member>
        <member><citerefentry><refentrytitle>eglMakeCurrent</refentrytitle></citerefentry></member>
        <member><citerefentry><refentrytitle>eglGetCurrentContext</refentrytitle></citerefentry></member>
        <member><citerefentry><refentrytitle>eglGetCurrentSurface</refentrytitle></citerefentry></member>
        <member><citerefentry><refentrytitle>eglGetCurrentDisplay</refentrytitle></citerefentry></member>
      </simplelist>

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

      <simplelist type="vert">
        <member><citerefentry><refentrytitle>eglCreateWindowSurface</refentrytitle></citerefentry></member>
        <member><citerefentry><refentrytitle>eglCreatePixmapSurface</refentrytitle></citerefentry></member>
        <member><citerefentry><refentrytitle>eglCreatePbufferSurface</refentrytitle></citerefentry></member>
        <member><citerefentry><refentrytitle>eglDestroySurface</refentrytitle></citerefentry></member>
        <member><citerefentry><refentrytitle>eglQuerySurface</refentrytitle></citerefentry></member>
      </simplelist>

      <para>Synchronize execution:</para>

      <simplelist type="vert">
        <member><citerefentry><refentrytitle>eglWaitGL</refentrytitle></citerefentry></member>
        <member><citerefentry><refentrytitle>eglWaitNative</refentrytitle></citerefentry></member>
      </simplelist>

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

      <simplelist type="vert">
        <member><citerefentry><refentrytitle>eglCopyBuffers</refentrytitle></citerefentry></member>
        <member><citerefentry><refentrytitle>eglSwapBuffers</refentrytitle></citerefentry></member>
      </simplelist>
    </sect1>
  </chapter>

  <chapter>
    <title>OpenGL ES Reference Pages</title>

    <xi:include href="glActiveTexture.xml"/>
    <xi:include href="glAlphaFunc.xml"/>
    <xi:include href="glBindTexture.xml"/>
    <xi:include href="glBlendFunc.xml"/>
    <xi:include href="glClear.xml"/>
    <xi:include href="glClearColor.xml"/>
    <xi:include href="glClearDepth.xml"/>
    <xi:include href="glClearStencil.xml"/>
    <xi:include href="glClientActiveTexture.xml"/>
    <xi:include href="glColor.xml"/>
    <xi:include href="glColorMask.xml"/>
    <xi:include href="glColorPointer.xml"/>
    <xi:include href="glCompressedTexImage2D.xml"/>
    <xi:include href="glCompressedTexSubImage2D.xml"/>
    <xi:include href="glCopyTexImage2D.xml"/>
    <xi:include href="glCopyTexSubImage2D.xml"/>
    <xi:include href="glCullFace.xml"/>
    <xi:include href="glDeleteTextures.xml"/>
    <xi:include href="glDepthFunc.xml"/>
    <xi:include href="glDepthMask.xml"/>
    <xi:include href="glDepthRange.xml"/>
    <xi:include href="glDrawArrays.xml"/>
    <xi:include href="glDrawElements.xml"/>
    <xi:include href="glEnable.xml"/>
    <xi:include href="glEnableClientState.xml"/>
    <xi:include href="glFinish.xml"/>
    <xi:include href="glFlush.xml"/>
    <xi:include href="glFog.xml"/>
    <xi:include href="glFrontFace.xml"/>
    <xi:include href="glFrustum.xml"/>
    <xi:include href="glGenTextures.xml"/>
    <xi:include href="glGetError.xml"/>
    <xi:include href="glGetInteger.xml"/>
    <xi:include href="glGetString.xml"/>
    <xi:include href="glHint.xml"/>
    <xi:include href="glIntro.xml"/>
    <xi:include href="glLight.xml"/>
    <xi:include href="glLightModel.xml"/>
    <xi:include href="glLineWidth.xml"/>
    <xi:include href="glLoadIdentity.xml"/>
    <xi:include href="glLoadMatrix.xml"/>
    <xi:include href="glLogicOp.xml"/>
    <xi:include href="glMaterial.xml"/>
    <xi:include href="glMatrixMode.xml"/>
    <xi:include href="glMultMatrix.xml"/>
    <xi:include href="glMultiTexCoord.xml"/>
    <xi:include href="glNormal.xml"/>
    <xi:include href="glNormalPointer.xml"/>
    <xi:include href="glOrtho.xml"/>
    <xi:include href="glPixelStore.xml"/>
    <xi:include href="glPointSize.xml"/>
    <xi:include href="glPolygonOffset.xml"/>
    <xi:include href="glPushMatrix.xml"/>
    <xi:include href="glQueryMatrix.xml"/>
    <xi:include href="glReadPixels.xml"/>
    <xi:include href="glRotate.xml"/>
    <xi:include href="glSampleCoverage.xml"/>
    <xi:include href="glScale.xml"/>
    <xi:include href="glScissor.xml"/>
    <xi:include href="glShadeModel.xml"/>
    <xi:include href="glStencilFunc.xml"/>
    <xi:include href="glStencilMask.xml"/>
    <xi:include href="glStencilOp.xml"/>
    <xi:include href="glTexCoordPointer.xml"/>
    <xi:include href="glTexEnv.xml"/>
    <xi:include href="glTexImage2D.xml"/>
    <xi:include href="glTexParameter.xml"/>
    <xi:include href="glTexSubImage2D.xml"/>
    <xi:include href="glTranslate.xml"/>
    <xi:include href="glVertexPointer.xml"/>
    <xi:include href="glViewport.xml"/>
  </chapter>

  <chapter>
    <title>EGL Reference Pages</title>

    <xi:include href="eglChooseConfig.xml"/>
    <xi:include href="eglCopyBuffers.xml"/>
    <xi:include href="eglCreateContext.xml"/>
    <xi:include href="eglCreatePbufferSurface.xml"/>
    <xi:include href="eglCreatePixmapSurface.xml"/>
    <xi:include href="eglCreateWindowSurface.xml"/>
    <xi:include href="eglDestroyContext.xml"/>
    <xi:include href="eglDestroySurface.xml"/>
    <xi:include href="eglGetConfigAttrib.xml"/>
    <xi:include href="eglGetConfigs.xml"/>
    <xi:include href="eglGetCurrentContext.xml"/>
    <xi:include href="eglGetCurrentDisplay.xml"/>
    <xi:include href="eglGetCurrentSurface.xml"/>
    <xi:include href="eglGetDisplay.xml"/>
    <xi:include href="eglGetError.xml"/>
    <xi:include href="eglGetProcAddress.xml"/>
    <xi:include href="eglInitialize.xml"/>
    <xi:include href="eglIntro.xml"/>
    <xi:include href="eglMakeCurrent.xml"/>
    <xi:include href="eglQueryContext.xml"/>
    <xi:include href="eglQueryString.xml"/>
    <xi:include href="eglQuerySurface.xml"/>
    <xi:include href="eglSwapBuffers.xml"/>
    <xi:include href="eglTerminate.xml"/>
    <xi:include href="eglWaitGL.xml"/>
    <xi:include href="eglWaitNative.xml"/>
  </chapter>

  <xi:include href="license-full.xml"/>

</book>