Using gl in CX
To use the gl-Functions you first have to import it:
import "gl"
Until the documentation on this page is finished please refer to the official opengl documentation
TODO
gogl
- gl.Init
- gl.Strs
- gl.Free
- gl.NewTexture
- gl.NewGIF
- gl.FreeGIF
- gl.GIFFrameToTexture
gl 0.0
- gl.MatrixMode
- gl.Rotatef
- gl.Translatef
- gl.LoadIdentity
- gl.PushMatrix
- gl.PopMatrix
- gl.EnableClientState
- gl.Color3f
- gl.Color4f
- gl.Begin
- gl.End
- gl.Normal3f
- gl.Vertex2f
- gl.Vertex3f
- gl.Lightfv
- gl.Frustum
- gl.TexEnvi
- gl.Ortho
- gl.Scalef
- gl.TexCoord2d
- gl.TexCoord2f
gl 1.0
- gl.CullFace
- gl.Hint
- gl.Scissor
- gl.TexParameteri
- gl.TexImage2D
- gl.Clear
- gl.ClearColor
- gl.ClearStencil
- gl.StencilMask
- gl.ColorMask
- gl.DepthMask
- gl.Disable
- gl.Enable
- gl.BlendFunc
- gl.StencilFunc
- gl.StencilOp
- gl.DepthFunc
- gl.GetError
- gl.GetTexLevelParameteriv
- gl.DepthRange
- gl.Viewport
gl 1.1
- gl.DrawArrays
- gl.BindTexture
- gl.DeleteTextures
- gl.GenTextures
gl 1.3
- gl.ActiveTexture
gl 1.5
- gl.BindBuffer
- gl.DeleteBuffers
- gl.GenBuffers
- gl.BufferData
- gl.BufferSubData
gl 2.0
- gl.StencilOpSeparate
- gl.StencilFuncSeparate
- gl.StencilMaskSeparate
- gl.AttachShader
- gl.BindAttribLocation
- gl.CompileShader
- gl.CreateProgram
- gl.CreateShader
- gl.DeleteProgram
- gl.DeleteShader
- gl.DetachShader
- gl.EnableVertexAttribArray
- gl.GetAttribLocation
- gl.GetShaderiv
- gl.GetUniformLocation
- gl.LinkProgram
- gl.ShaderSource
- gl.UseProgram
- gl.Uniform1f
- gl.Uniform1i
- gl.VertexAttribPointer
- gl.VertexAttribPointerI32
gl 3.0
- gl.BindRenderbuffer
- gl.DeleteRenderbuffers
- gl.GenRenderbuffers
- gl.RenderbufferStorage
- gl.BindFramebuffer
- gl.DeleteFramebuffers
- gl.GenFramebuffers
- gl.CheckFramebufferStatus
- gl.FramebufferTexture2D
- gl.FramebufferRenderbuffer
- gl.BindVertexArray
- gl.DeleteVertexArrays
- gl.GenVertexArrays
Last update: 2020-11-17